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I'm planning on removing HMs fron the game and replacing then with Key Items. I know how to add the items, but will removing the HMs be problematic? Should I just keep them in the game's code just in case? Or is there an easy way to do it? Thank you for your time.
Just because you can, doesn't mean you have to.
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I have to ask, why? They seem to already serve like key items, being usable more than once.
Cheers!
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I can't stand having to use up a move slot or even a roster slot just to have HMs. Especially in generations with 3 Water HMs like 2 and 3. Plus, I'm keeping Surf, Strength, Fly and Waterfall as TMs for those who want to use them.
Just because you can, doesn't mean you have to.
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There's a couple ways to remove HMs if you're looking to not waste a move slot. My project uses a system that just checks if a pokemon can learn the move without actually having taught the move. So my Totodile who only knows the moves Scratch, Leer, Bite, and Rage would be able to use the move Cut at a cut bush without knowing the move Cut because the game simply checks if Totodile CAN learn Cut. Same with Whirlpool, Rocksmash, Waterfall, etc.
The alternative would be to have HM item replacements, which there is a tutorial for if you follow the link provided.
HM Items tutorial
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I know how to add an item. I'm just not sure about removing the HM from the item_constants, since everything after HM01 is an HM. Can I delete all the coding and rearrange the constants, or is there more to it?
Just because you can, doesn't mean you have to.
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