Move Tutor and Tutor Moves - nickjwilde/pokecrystal GitHub Wiki

Pokémon Crystal was the first time in the series' history that the player was introduced to move tutors. They teach the player's Pokémon 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
  2. Edit Goldenrod Move Tutor to support the new changes
  3. Create a new tutor move
  4. Create a new Move Tutor script
  5. Create a new Move Tutor similar to Goldenrod Move Tutor
  6. Other examples

1. Edit existing move tutor code

The existing move tutor code is programmed in a way that it can only check for three variables (the three moves able to be tutored). Let's fix that. Head to .GetMoveTutorMove in engine/events/move_tutor.asm:

.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

The routine loads the currently selected MOVETUTOR_MOVE into a. If you didn't select MOVETUTOR_FLAMETHROWER, then the game checks if you selected MOVETUTOR_THUNDERBOLT, and loads THUNDERBOLT into a if you did. If you selected neither, then the game loads ICE_BEAM into a instead.

What if we wanted to add more moves? It's not optimal to keep tacking on additional checks the more tutor moves you have.

.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 load a with the selected tutor move 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 and locate MoveTutorScript:

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.

.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

The routine functions almost the same as before, but now the code that lets him teach moves can 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 Pokémon's existing learnset.

Let's define the constant first. Open 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 Pokémon movesets. So they must be defined as such below.

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.

+; 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 constants/item_constants.asm:

	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 __tmhm_value__ - NUM_TMS - 1

...

	add_mt FLAMETHROWER
	add_mt THUNDERBOLT
	add_mt ICE_BEAM
NUM_TUTORS = __tmhm_value__ - NUM_TMS - NUM_HMS - 1

Just like before, tutor moves come after HMs. Be sure to adhere to the order, and the order of new tutor moves you add.

	add_mt FLAMETHROWER
	add_mt THUNDERBOLT
	add_mt ICE_BEAM
+	add_mt SOFTBOILED
NUM_TUTORS = __tmhm_value__ - NUM_TMS - NUM_HMS - 1

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 Pokémon'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

	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:

; 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:

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

...

	def_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_events, the sprites that usually make up NPCs or important items. Now let's turn him into a tutor!

-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

...

	def_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

A brand new move tutor! You can expand on the existing functionality, such as asking for an item or currency as payment!

Screenshot

5. Create a new Move Tutor similar to Goldenrod Move Tutor

We can copy the Goldenrod Move Tutor script to create a new move tutor in New Bark Town, for example. But first, we need to modify maps/GoldenrodCity.asm

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
+	ifequal 1, .Flamethrower
+	ifequal 2, .Thunderbolt
+	ifequal 3, .IceBeam
	sjump .Incompatible

That way, instead of requesting for that constant, it instead requests the corresponding entry on the list menu.

For example, if we want to create a Move Tutor in New Bark Town that can teach your starter the following moves: Mega Drain, Fire Spin, Bubble, and Absorb. First, we need to edit constants/item_constants.asm:

	add_mt FLAMETHROWER
	add_mt THUNDERBOLT
	add_mt ICE_BEAM
+	add_mt MEGA_DRAIN
+	add_mt FIRE_SPIN
+	add_mt BUBBLE
+	add_mt ABSORB
NUM_TUTORS = __tmhm_value__ - NUM_TMS - NUM_HMS - 1

Next, copy the script in Goldenrod City maps/GoldenrodCity.asm and copy it to maps/NewBarkTown.asm while changing the MoveTutorScript to StarterTutorScript and changing the moves to fit the ones we want the tutor to teach.

.FlyPoint:
	setflag ENGINE_FLYPOINT_NEW_BARK
	clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM
	endcallback

+StarterTutorScript:
+	faceplayer
+	opentext
+	writetext AskTeachAMoveText
+	yesorno
+	iffalse .Refused
+	writetext NewBarkTownStarterTutorWhichMoveShouldITeachText
+	loadmenu .MoveMenuHeader
+	verticalmenu
+	closewindow
+	ifequal 1, .MegaDrain
+	ifequal 2, .FireSpin
+	ifequal 3, .Bubble
+	ifequal 4, .Absorb
+	sjump .Incompatible
+
+.MegaDrain:
+	setval MEGA_DRAIN
+	writetext NewBarkTownStarterTutorMoveText
+	special MoveTutor
+	ifequal FALSE, .TeachMove
+	sjump .Incompatible
+
+.FireSpin:
+	setval FIRE_SPIN
+	writetext NewBarkTownStarterTutorMoveText
+	special MoveTutor
+	ifequal FALSE, .TeachMove
+	sjump .Incompatible
+
+.Bubble:
+	setval BUBBLE
+	writetext NewBarkTownStarterTutorMoveText
+	special MoveTutor
+	ifequal FALSE, .TeachMove
+	sjump .Incompatible
+
+.Absorb:
+	setval ABSORB
+	writetext NewBarkTownStarterTutorMoveText
+	special MoveTutor
+	ifequal FALSE, .TeachMove
+	sjump .Incompatible
+	
+.Refused:
+	writetext NewBarkTownStarterTutorAwwButTheyreAmazingText
+	waitbutton
+	closetext
+	end
+	
+.Incompatible:
+	writetext NewBarkTownStarterTutorBButText
+	waitbutton
+	closetext
+	end
+
+.TeachMove:
+	writetext NewBarkTownStarterTutorIfYouUnderstandYouveMadeItText
+	promptbutton
+	writetext NewBarkTownStarterTutorFarewellKidText
+	waitbutton
+	closetext

We need to change TEXTBOX_Y in .MoveMenuHeader to accommodate 4 moves (and the CANCEL option on-screen). Also, we need to change the menu data to reflect the moves we want the tutor to teach.

.TeachMove:
	writetext NewBarkTownStarterTutorIfYouUnderstandYouveMadeItText
	promptbutton
	writetext NewBarkTownStarterTutorFarewellKidText
	waitbutton
	closetext

+.MoveMenuHeader:
+	db MENU_BACKUP_TILES ; flags
+	menu_coords 0, 2, 15, TEXTBOX_Y - 0
+	dw .MenuData
+	db 1 ; default option
+
+.MenuData:
+	db STATICMENU_CURSOR ; flags
+	db 5 ; items
+	db "MEGA DRAIN@"
+	db "FIRE SPIN@"
+	db "BUBBLE@"
+	db "ABSORB@"
+	db "CANCEL@"

Finally, we add in the Tutor's quotes and add the Tutor NPC to the area.

NewBarkTownElmsHouseSignText:
	text "ELM'S HOUSE"
	done
	
+AskTeachAMoveText:
+	text "I can teach your"
+	line "starter amazing"
+
+	para "moves if you'd"
+	line "like."
+
+	para "Should I teach a"
+	line "new move?"
+	done
+
+
+NewBarkTownStarterTutorAwwButTheyreAmazingText:
+	text "Come back here"
+	line "if you want to"
+	
+	para "teach your"
+	line "starter a new"
+	cont "move!"
+	done
+
+NewBarkTownStarterTutorWhichMoveShouldITeachText:
+	text "Great! You won't"
+	line "regret it!"
+
+	para "Which move should"
+	line "I teach?"
+	done
+
+
+NewBarkTownStarterTutorIfYouUnderstandYouveMadeItText:
+	text "If you understand"
+	line "what's so amazing"
+
+	para "about this move,"
+	line "you've made it as"
+	cont "a trainer."
+	done
+
+NewBarkTownStarterTutorFarewellKidText:
+	text "Farewell and"
+	line "good luck on"
+	cont "your journey!"
+	done
+
+NewBarkTownStarterTutorBButText:
+	text "Your starter"
+	line "can't learn this"
+	cont "move…"
+	done
+
+NewBarkTownStarterTutorMoveText:
+	text_start
+	done

...

	def_object_events
	object_event  6,  8, SPRITE_TEACHER, SPRITEMOVEDATA_SPINRANDOM_SLOW, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownTeacherScript, -1
	object_event 12,  9, SPRITE_FISHER, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, NewBarkTownFisherScript, -1
	object_event  3,  2, SPRITE_SILVER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownSilverScript, EVENT_RIVAL_NEW_BARK_TOWN
+	object_event 14, 14, SPRITE_TEACHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, StarterTutorScript, -1

Finally, we need to update the learnset for the starters by editing the files data/pokemon/base_stats/cyndaquil.asm, data/pokemon/base_stats/chikorita.asm, and data/pokemon/base_stats/totodile.asm for these Pokémon to learn the moves.

	dn EGG_GROUND, EGG_GROUND ; egg groups

	; tmhm 
-	tmhm HEADBUTT, CURSE, ROLLOUT, TOXIC, HIDDEN_POWER, SUNNY_DAY, SNORE, PROTECT, ENDURE, FRUSTRATION, IRON_TAIL, RETURN, DIG, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, FIRE_BLAST, SWIFT, DEFENSE_CURL, DETECT, REST, ATTRACT, CUT, FLAMETHROWER
+	tmhm HEADBUTT, CURSE, ROLLOUT, TOXIC, HIDDEN_POWER, SUNNY_DAY, SNORE, PROTECT, ENDURE, FRUSTRATION, IRON_TAIL, RETURN, DIG, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, FIRE_BLAST, SWIFT, DEFENSE_CURL, DETECT, REST, ATTRACT, CUT, FLAMETHROWER, FIRE_SPIN
	; end
	dn EGG_MONSTER, EGG_PLANT ; egg groups

	; tm/hm
-	tmhm HEADBUTT, CURSE, TOXIC, HIDDEN_POWER, SUNNY_DAY, SWEET_SCENT, SNORE, PROTECT, GIGA_DRAIN, ENDURE, FRUSTRATION, SOLARBEAM, IRON_TAIL, RETURN, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, DETECT, REST, ATTRACT, CUT, FLASH
+	tmhm HEADBUTT, CURSE, TOXIC, HIDDEN_POWER, SUNNY_DAY, SWEET_SCENT, SNORE, PROTECT, GIGA_DRAIN, ENDURE, FRUSTRATION, SOLARBEAM, IRON_TAIL, RETURN, MUD_SLAP, DOUBLE_TEAM, SWAGGER, SLEEP_TALK, DETECT, REST, ATTRACT, CUT, FLASH, MEGA_DRAIN, ABSORB
	; end
	dn EGG_MONSTER, EGG_WATER_1 ; egg groups

	; tm/hm
-	tmhm DYNAMICPUNCH, HEADBUTT, CURSE, TOXIC, HIDDEN_POWER, SNORE, BLIZZARD, ICY_WIND, PROTECT, RAIN_DANCE, ENDURE, FRUSTRATION, IRON_TAIL, RETURN, DIG, MUD_SLAP, DOUBLE_TEAM, ICE_PUNCH, SWAGGER, SLEEP_TALK, DETECT, REST, ATTRACT, CUT, SURF, WHIRLPOOL, ICE_BEAM
+	tmhm DYNAMICPUNCH, HEADBUTT, CURSE, TOXIC, HIDDEN_POWER, SNORE, BLIZZARD, ICY_WIND, PROTECT, RAIN_DANCE, ENDURE, FRUSTRATION, IRON_TAIL, RETURN, DIG, MUD_SLAP, DOUBLE_TEAM, ICE_PUNCH, SWAGGER, SLEEP_TALK, DETECT, REST, ATTRACT, CUT, SURF, WHIRLPOOL, ICE_BEAM, BUBBLE
	; end

And now you got it! The tutor has successfully been created!

6. 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 to the Celadon City move tutor.

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

.TutorRefused:
	writetext CeladonCityTutorSoftboiledRefused
	waitbutton
	closetext
	end

+.NoPokeDoll:
+	writetext CeladonCityTutorNoDoll
+	waitbutton
+	closetext
+	end

.TeachMove
	writetext CeladonCityTutorPayment
	takeitem POKE_DOLL
	waitbutton
	writetext CeladonCityTutorSoftboiledTaught
	waitbutton
	closetext
	end

...

+CeladonCityTutorPayment:
+	text "<PLAYER> gave the"
+	line "man a #DOLL."
+	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
+
+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, the script will enter the Move Tutor dialogue. If the move is successfully taught, one will be taken in exchange to tutor a move. If the player quits out of the menu due to having no compatible Pokémon or changing their mind, they will get the "Refused" dialogue.

To charge a price, replace the checkitem command with a checkmoney, and after yesorno, add a takemoney command to the TeachMove script. Keep in mind you'll have to change the dialogue in CeladonCityTutorNoDoll also!

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

.TeachMove
	writetext CeladonCityTutorPayment
-	takeitem POKE_DOLL
+	takemoney YOUR_MONEY, 1000
	waitbutton
	writetext CeladonCityTutorSoftboiledTaught
	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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