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author | coco-bandicoot <57553335+coco-bandicoot@users.noreply.github.com> | 2020-03-20 13:50:44 +1000 |
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committer | coco-bandicoot <57553335+coco-bandicoot@users.noreply.github.com> | 2020-03-20 13:50:44 +1000 |
commit | 9bd5c350bcd44ecb4870f9d7c76d475be822c288 (patch) | |
tree | 65a733cbb1dea0e4d7424e2e8ab5d90fcba9f4e5 | |
parent | 7284e942ab74390f32cacfa64f1850c8d30af2e2 (diff) |
Created Tutor Move (markdown)
-rw-r--r-- | Tutor-Move.md | 486 |
1 files changed, 486 insertions, 0 deletions
diff --git a/Tutor-Move.md b/Tutor-Move.md new file mode 100644 index 0000000..330f44c --- /dev/null +++ b/Tutor-Move.md @@ -0,0 +1,486 @@ +Pokemon Crystal was the first time in the series' history that the player was introduced to move tutors. They teach the player's Pokemon some interesting moves, usually for a price. + +In this tutorial we will be expanding the existing move tutor code in pokecrystal, and create a new move tutor script to be used in a map. For this example, we will be creating a move tutor for Softboiled. + +## Contents +1. [Edit existing move tutor code](#1-edit-existing-move-tutor-code) +2. [Edit Goldenrod Move Tutor to support the new changes](#2-edit-goldenrod-move-tutor-to-support-the-new-changes) +3. [Create a new tutor move](#3-create-a-new-tutor-move) +4. [Create a new Move Tutor script](#4-create-a-new-move-tutor-script) +5. [Other examples](#5-other-examples) + + +## 1. Edit existing move tutor code + +The existing move tutor code is programmed in a way that it can only check for 3 variables (the three moves able to be tutored). Let's fix that. Head to `.GetMoveTutorMove` in [engine/events/move_tutor.asm](../blob/master/engine/events/move_tutor.asm): + +```diff +.GetMoveTutorMove: + ld a, [wScriptVar] + cp MOVETUTOR_FLAMETHROWER + jr z, .flamethrower + cp MOVETUTOR_THUNDERBOLT + jr z, .thunderbolt + ; MOVETUTOR_ICE_BEAM + ld a, ICE_BEAM + ret + +.flamethrower + ld a, FLAMETHROWER + ret + +.thunderbolt + ld a, THUNDERBOLT + ret +``` + +As you can see, it loads the currently selected `MOVETUTOR_MOVE` into `a`. If you didn't select `MOVETUTOR_FLAMETHROWER`, then the game assumes you picked `MOVETUTOR_THUNDERBOLT`, and loads `THUNDERBOLT` into `a`. If you selected neither, then the game loads `ICE_BEAM` into `a` instead. + +Pretty straightforward, huh? But what if we wanted to add more moves? It's not optimal to keep tacking on additional checks the more tutor moves you have. + +```diff +.GetMoveTutorMove: + ld a, [wScriptVar] +- cp MOVETUTOR_FLAMETHROWER +- jr z, .flamethrower +- cp MOVETUTOR_THUNDERBOLT +- jr z, .thunderbolt +- ; MOVETUTOR_ICE_BEAM +- ld a, ICE_BEAM +- ret +- +-.flamethrower +- ld a, FLAMETHROWER +- ret +- +-.thunderbolt +- ld a, THUNDERBOLT + ret +``` + +Remove the checks entirely, and let the move tutor script in a map tell `a` which tutor move to load instead! This means you can add a few more tutor moves, and the game should handle it perfectly, if you create the right move tutor script. But first, we need to apply this new engine change to the existing move tutor in Goldenrod. + +##2. Edit Goldenrod Move Tutor to support the new changes + +Now that `.GetMoveTutorMove` is edited to load whatever move the map script wants into `a`, we need to change the Goldenrod Move Tutor to support this change. + +Open [maps/GoldenrodCity.asm](../blob/master/maps/GoldenrodCity.asm) and locate `MoveTutorScript`: + +```diff +MoveTutorScript: + faceplayer + opentext + writetext GoldenrodCityMoveTutorAskTeachAMoveText + yesorno + iffalse .Refused + special DisplayCoinCaseBalance + writetext GoldenrodCityMoveTutorAsk4000CoinsOkayText + yesorno + iffalse .Refused2 + checkcoins 4000 + ifequal HAVE_LESS, .NotEnoughMoney + writetext GoldenrodCityMoveTutorWhichMoveShouldITeachText + loadmenu .MoveMenuHeader + verticalmenu + closewindow + ifequal MOVETUTOR_FLAMETHROWER, .Flamethrower + ifequal MOVETUTOR_THUNDERBOLT, .Thunderbolt + ifequal MOVETUTOR_ICE_BEAM, .IceBeam + sjump .Incompatible + +.Flamethrower: + setval MOVETUTOR_FLAMETHROWER + writetext GoldenrodCityMoveTutorMoveText + special MoveTutor + ifequal FALSE, .TeachMove + sjump .Incompatible + +.Thunderbolt: + setval MOVETUTOR_THUNDERBOLT + writetext GoldenrodCityMoveTutorMoveText + special MoveTutor + ifequal FALSE, .TeachMove + sjump .Incompatible + +.IceBeam: + setval MOVETUTOR_ICE_BEAM + writetext GoldenrodCityMoveTutorMoveText + special MoveTutor + ifequal FALSE, .TeachMove + sjump .Incompatible +... +``` + +In this case, now that we've edited `.GetMoveTutorMove` to not contain `MOVETUTOR_MOVE` checks, this existing script will not function correctly. We need to edit each existing `setval` command to set the named value of each move from [data/moves/tmhm_moves.asm](../blob/master/data/moves/tmhm_moves.asm). + +```diff +.Flamethrower: +- setval MOVETUTOR_FLAMETHROWER ++ setval FLAMETHROWER + writetext GoldenrodCityMoveTutorMoveText + special MoveTutor + ifequal FALSE, .TeachMove + sjump .Incompatible + +.Thunderbolt: +- setval MOVETUTOR_THUNDERBOLT ++ setval THUNDERBOLT + writetext GoldenrodCityMoveTutorMoveText + special MoveTutor + ifequal FALSE, .TeachMove + sjump .Incompatible + +.IceBeam: +- setval MOVETUTOR_ICE_BEAM ++ setval ICE_BEAM + writetext GoldenrodCityMoveTutorMoveText + special MoveTutor + ifequal FALSE, .TeachMove + sjump .Incompatible +``` + +Now he functions just the same as before, but now the code that let him teach moves can now be expanded to teach others, as well. + +##3. Create a new tutor move +There are three parts to creating a new tutor move. Defining the constant, defining the move, and lastly, adding the move to a Pokemon's existing learnset. + +Let's define the constant first. Open [constants/item_constants.asm](../blob/master/constants/item_constants.asm) +Even though tutor moves aren't items and therefore do not have item constants, they're technically still similar to TMs and HMs, in order to work with Pokemon movesets. So they must be defined as such below. + +```diff +add_hm: MACRO +if !DEF(HM01) +HM01 EQU const_value +endc + define _\@_1, "HM_\1" + const _\@_1 + enum \1_TMNUM +ENDM + + add_hm CUT ; f3 + add_hm FLY ; f4 + add_hm SURF ; f5 + add_hm STRENGTH ; f6 + add_hm FLASH ; f7 + add_hm WHIRLPOOL ; f8 + add_hm WATERFALL ; f9 +NUM_HMS EQU const_value - HM01 + +add_mt: MACRO + enum \1_TMNUM +ENDM + + add_mt FLAMETHROWER + add_mt THUNDERBOLT + add_mt ICE_BEAM +NUM_TM_HM_TUTOR EQU __enum__ + -1 +``` + +As you can see, tutor moves are defined below HMs, with the `add_mt` macro. They function like TMs and HMs, just without an item corresponding to their use. Let's add our first new tutor move constant, Softboiled. + +```diff ++; Move tutor moves don't have item constants, but do need ++; to be added after TMs and HMs for learnset compatibility! + add_mt FLAMETHROWER + add_mt THUNDERBOLT + add_mt ICE_BEAM ++ add_mt SOFTBOILED +NUM_TM_HM_TUTOR EQU __enum__ + -1 +``` + +Now that the constant is defined, we still need to define what move is actually taught. Head on over to [data/moves/tmhm_moves.asm](../blob/master/data/moves/tmhm_moves.asm): + +```diff +; HMs + db CUT + db FLY + db SURF + db STRENGTH + db FLASH + db WHIRLPOOL + db WATERFALL +; Move tutor + db FLAMETHROWER + db THUNDERBOLT + db ICE_BEAM + db 0 ; end +``` + +Just like before, tutor moves come after HMs. Be sure to adhere to the order, and the order of new tutor moves you add. + +```diff +; Move tutor + db FLAMETHROWER + db THUNDERBOLT + db ICE_BEAM ++ db SOFTBOILED ++ + db 0 ; end +``` + +Now that the new tutor move is defined, and has been added as a tutor move, we need to add the tutor move to a Pokemon's learnset. For this example, we'll specifically be using Chansey. Chansey's signature move is Softboiled, and is already learned on level up(evos_attacks.asm). But even if a Pokemon can naturally learn this tutor move, the tutor still can't teach it without the tutor move being added to the end of the Chansey's learnset! Just like before, tutor moves come after HMs. + +Open up Chansey's base stats at [data/pokemon/base_stats/chansey.asm](../blob/master/data/pokemon/base_stats/chansey.asm) + +```diff + db CHANSEY ; 113 + + db 250, 05, 05, 50, 35, 105 + ; hp atk def spd sat sdf + + db NORMAL, NORMAL ; type + db 30 ; catch rate + db 255 ; base exp + db NO_ITEM, LUCKY_EGG ; items + db GENDER_F100 ; gender ratio + db 100 ; unknown 1 + db 40 ; step cycles to hatch + db 5 ; unknown 2 + INCBIN "gfx/pokemon/chansey/front.dimensions" + dw NULL, NULL ; unused (beta front/back pics) + db GROWTH_FAST ; growth rate + dn EGG_FAIRY, EGG_FAIRY ; egg groups + + ; tm/hm learnset + tmhm DYNAMICPUNCH, HEADBUTT, CURSE, ROLLOUT, TOXIC, ZAP_CANNON, ROCK_SMASH, PSYCH_UP, HIDDEN_POWER, SUNNY_DAY, SNORE, BLIZZARD, HYPER_BEAM, ICY_WIND, PROTECT, RAIN_DANCE, ENDURE, FRUSTRATION, SOLARBEAM, IRON_TAIL, THUNDER, RETURN, PSYCHIC_M, SHADOW_BALL, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, SANDSTORM, FIRE_BLAST, DEFENSE_CURL, DREAM_EATER, REST, ATTRACT, STRENGTH, FLASH, FLAMETHROWER, THUNDERBOLT, ICE_BEAM + ; end +``` + +What we want to edit is the tm/hm learnset at the bottom. The TMs and HMs all follow the numeric order of each TM move from `tmhm_moves` and `item_constants`. Move tutor moves go at the end, and as you can see, Chansey already has the Goldenrod tutor moves at the end of her list, after HMs. Simply add `SOFTBOILED` to the end of the list, like so: + +```diff +; tm/hm learnset +- tmhm DYNAMICPUNCH, HEADBUTT, CURSE, ROLLOUT, TOXIC, ZAP_CANNON, ROCK_SMASH, PSYCH_UP, HIDDEN_POWER, SUNNY_DAY, SNORE, BLIZZARD, HYPER_BEAM, ICY_WIND, PROTECT, RAIN_DANCE, ENDURE, FRUSTRATION, SOLARBEAM, IRON_TAIL, THUNDER, RETURN, PSYCHIC_M, SHADOW_BALL, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, SANDSTORM, FIRE_BLAST, DEFENSE_CURL, DREAM_EATER, REST, ATTRACT, STRENGTH, FLASH, FLAMETHROWER, THUNDERBOLT, ICE_BEAM + ++tmhm DYNAMICPUNCH, HEADBUTT, CURSE, ROLLOUT, TOXIC, ZAP_CANNON, ROCK_SMASH, PSYCH_UP, HIDDEN_POWER, SUNNY_DAY, SNORE, BLIZZARD, HYPER_BEAM, ICY_WIND, PROTECT, RAIN_DANCE, ENDURE, FRUSTRATION, SOLARBEAM, IRON_TAIL, THUNDER, RETURN, PSYCHIC_M, SHADOW_BALL, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, SANDSTORM, FIRE_BLAST, DEFENSE_CURL, DREAM_EATER, REST, ATTRACT, STRENGTH, FLASH, FLAMETHROWER, THUNDERBOLT, ICE_BEAM, SOFTBOILED +``` + +With that, our new tutor move has been created, and a Pokemon can learn it. All that's left to do is to create a new tutor to actually teach the move to our Chansey. + + +##4. Create a new Move Tutor script + +For this example, we'll be editing an NPC in Celadon City to turn them into a Softboiled move tutor, much like the one in Gen 3's Fire Red/Leaf Green. + +Open [maps/CeladonCity.asm](../blob/master/maps/CeladonCity.asm): + +```diff +CeladonCityGramps1Script: + jumptextfaceplayer CeladonCityGramps1Text + +... + +CeladonCityGramps1Text: + text "GRIMER have been" + line "appearing lately." + + para "See that pond out" + line "in front of the" + + para "house? GRIMER live" + line "there now." + + para "Where did they" + line "come from? This is" + cont "a serious problem…" + done + +... + +db 9 ; object events + object_event 26, 11, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonCityFisherScript, -1 + object_event 27, 11, SPRITE_POLIWAG, SPRITEMOVEDATA_POKEMON, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, CeladonCityPoliwrath, -1 + object_event 20, 24, SPRITE_TEACHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, CeladonCityTeacher1Script, -1 + object_event 14, 16, SPRITE_GRAMPS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, CeladonCityGramps1Script, -1 + object_event 8, 31, SPRITE_GRAMPS, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, CeladonCityGramps2Script, -1 + object_event 18, 13, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, CeladonCityYoungster1Script, -1 + object_event 24, 33, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonCityYoungster2Script, -1 + object_event 6, 14, SPRITE_TEACHER, SPRITEMOVEDATA_WANDER, 2, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonCityTeacher2Script, -1 + object_event 7, 22, SPRITE_LASS, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 2, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, CeladonCityLassScript, -1 +``` + +We'll be borrowing the old man at the house behind the small body of water in Celadon, `CeladonCityGramps1`. +You can either delete the `CeladonCityGramps1Script` and `CeladonCityGramps1Text` itself, or comment it out as we won't be needing them. The bottom part of this script block handles all the `object_event`s, the sprites that usually make up NPCs or important items. Now let's turn him into a tutor! + +```diff +-CeladonCityGramps1Script: +- jumptextfaceplayer CeladonCityGramps1Text ++CeladonCityTutorSoftboiledScript: ++ faceplayer ++ opentext ++ writetext CeladonCityTutorSoftboiledText ++ waitbutton ++ writetext CeladonCityTutorSoftboiledText2 ++ yesorno ++ iffalse .TutorRefused ++ writebyte SOFTBOILED ++ writetext CeladonCityTutorSoftboiledClear ++ special MoveTutor ++ if_equal $0, .TeachMove ++.TutorRefused ++ writetext CeladonCityTutorSoftboiledRefused ++ waitbutton ++ closetext ++ end ++ ++.TeachMove ++ writetext CeladonCityTutorSoftboiledTaught ++ waitbutton ++ closetext ++ end + +... + +-CeladonCityGramps1Text: +- text "GRIMER have been" +- line "appearing lately." +- +- para "See that pond out" +- line "in front of the" +- +- para "house? GRIMER live" +- line "there now." +- +- para "Where did they" +- line "come from? This is" +- cont "a serious problem…" +- done ++CeladonCityTutorSoftboiledText: ++ text "Hello there!" ++ line "I've seen you" ++ cont "running around." ++ para "It must be good" ++ line "luck that brought" ++ cont "us together." ++ done ++ ++CeladonCityTutorSoftboiledText2: ++ text "Would you like me" ++ line "to teach your" ++ para "#MON to use" ++ line "SOFTBOILED" ++ ++CeladonCityTutorSoftboiledClear: ++ text "" ++ done ++ ++CeladonCityTutorSoftboiledRefused: ++ text "OK then." ++ done ++ ++CeladonCityTutorSoftboiledTaught: ++ text "Now if your" ++ line "#MON is in a" ++ para "pinch, they can" ++ line "eat an egg" ++ cont "and restore HP." ++ para "Or if they are" ++ line "feeling a bit" ++ cont "hungry, hohoho!" ++ done + +... + + db 9 ; object events + object_event 26, 11, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonCityFisherScript, -1 + object_event 27, 11, SPRITE_POLIWAG, SPRITEMOVEDATA_POKEMON, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, CeladonCityPoliwrath, -1 + object_event 20, 24, SPRITE_TEACHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, CeladonCityTeacher1Script, -1 +- object_event 14, 16, SPRITE_GRAMPS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, CeladonCityTutorGramps1Script, -1 ++ object_event 14, 16, SPRITE_GRAMPS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, CeladonCityTutorSoftboiledScript, -1 +``` +There we go! A brand new move tutor! Now you know how it's done, you can expand on the existing functionality, such as asking for an item or currency as payment! + + + +##5. Other examples +Now that new tutors can be added to the game, what else could you do? Like the tutors from Gen 3 onwards, you can charge a price, or demand a specific item. Adding a `checkitem` command is very simple, but effective! For this example, we will be using a `POKE_DOLL`. + +```diff +CeladonCityTutorSoftboiledScript: + faceplayer + opentext + writetext CeladonCityTutorSoftboiledText + waitbutton + checkitem POKE_DOLL + iffalse .NoPokeDoll + writetext CeladonCityTutorSoftboiledText2 + yesorno + iffalse .TutorRefused + writebyte SOFTBOILED + writetext CeladonCityTutorSoftboiledClear + special MoveTutor + if_equal $0, .TeachMove + +.NoPokeDoll: + writetext CeladonCityTutorNoDoll + waitbutton + closetext + end + +.TutorRefused: + writetext CeladonCityTutorSoftboiledRefused + waitbutton + closetext + end + +.TeachMove + writetext CeladonCityTutorSoftboiledTaught + waitbutton + closetext + end + +... + +CeladonCityTutorSoftboiledTaught: + text "Now if your" + line "#MON is in a" + para "pinch, they can" + line "eat an egg" + cont "and restore HP." + para "Or if they are" + line "feeling a bit" + cont "hungry, hohoho!" + done ++ ++CeladonCityTutorNoDoll: ++ text "Ah, you don't" ++ line "have a #DOLL." ++ ++ para "You can get one" ++ line "from the DEPT." ++ ++ para "STORE in CEL-" ++ line "ADON CITY." ++ done +``` + +If the player has no `POKE_DOLL` in their Pack, the script will jump to `CeladonCityTutorNoDoll`, and will end dialogue with the tutor. If the player has one, one will be taken in exchange to tutor a move. + +To charge a price, replace the `checkitem` command with a `checkmoney`, and after `yesorno`, add a `takemoney` command. Keep in mind you'll have to change the dialogue in `CeladonCityTutorNoDoll` also! + +```diff +CeladonCityTutorSoftboiledScript: + faceplayer + opentext + writetext CeladonCityTutorSoftboiledText + waitbutton +- checkitem POKE_DOLL ++ checkmoney YOUR_MONEY, 1000 +- iffalse .NoPokeDoll ++ ifequal HAVE_LESS, .NoPokeDoll + writetext CeladonCityTutorSoftboiledText2 + yesorno + iffalse .TutorRefused + writebyte SOFTBOILED + writetext CeladonCityTutorSoftboiledClear + special MoveTutor + if_equal $0, .TeachMove + +.NoPokeDoll: + writetext CeladonCityTutorNoDoll + waitbutton + closetext + end +``` + +For other ideas, look at the Goldenrod move tutor script. Perhaps you want move tutors that appear on different days of the week? Or teach different moves based on what day it is? All of this is possible, and left up to you intrepid assembly hackers to challenge yourself with.
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