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How do you add the Move Tutoring function to a pokered hack?
(On a partially related note, I'm currently in the process of inserting the initial Brock and Misty rematches into my hack and am intending to have Brock give the player whichever fossil they didn't choose earlier, and Misty teach one of the player's Pokémon Iron Tail, after the player wins those respective rematches.)
You basically code that functionality in. In case all of the functionalities don't exist to begin with that you would like to do, you write code for those functionalities from scratch.
Fotomac, almost all the answers to your help/question threads are "you have to program the asm functionality."
There's no other way to answer your question without us coming up with the actual code for you to copy/paste, and no one here is gonna take the time to do that for you.
If you are familiar with asm, then you should give several of these features a try for yourself.
If you are not familiar with asm yet, then you should do a lot of reading, and a lot of fooling around with pokered to get comfortable. Then try programming these features for yourself.
By "fooling around" I mean just make experimental changes to the source with no intention of these changes being permanent, just so you start observing asm and how it affects the game. This is the best way to get some experience and start feeling comfortable with asm. After that, you will start realizing how you ought to approach adding actual useful features to the source code.
We are all here and willing to assist you in clarifying how asm works, but we are not likely to hand custom code over to you.
Don't hesitate to post specific asm questions that we can help you with, but please don't post extremely vague questions like "how do I add this feature".
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