Fixed typo and fixed wording

Josh 2022-10-02 23:08:48 +01:00
parent 8cafd64c33
commit 45874c2592
1 changed files with 3 additions and 3 deletions

@ -26,10 +26,10 @@ With that out of the way, we can now do this with item ball objects:
![image](https://user-images.githubusercontent.com/32826900/193436571-53346610-1e82-417a-bc73-1f529e9e0353.png)
So here, we have `Sight Radius/Berry Tree ID` set to `ITEM_POTION` and the `Common_EventScript_FindItem` script set to the object will set `VAR_RESULT` to `ITEN_POTION` and give that value to the `finditem` command which results in that item being obtained when the player interacts with the ball.
So here, we have `Sight Radius/Berry Tree ID` set to `ITEM_POTION` and the `Common_EventScript_FindItem` script will set it to `VAR_RESULT` and give it to the `finditem` command which results in the item being obtained when the player interacts with the ball.
NOTE: As long as the script set for the item ball object is set to `Common_EventScript_FindItem`, you can use the `Sight Radius/Berry Tree ID` field in porymap to get the item ID you're wanting. If the script is NOT set, it will not work.
NOTE: As long as the script set for the item ball object is set to `Common_EventScript_FindItem`, you can use the `Sight Radius/Berry Tree ID` field in porymap to get the item ID you're wanting. If the script is NOT set however, it will not work.
At this point however, we're done. You can either change pre-existing item balls to use this method and then give yourself a bit of extra space by removing the old item ball scripts or just have any item ball going forward use this new method, it's entirely up to you.
At this point though, we're done. You can either change pre-existing item balls to use this method and then give yourself a bit of extra space by removing the old item ball scripts or just have any item ball going forward use this new method, it's entirely up to you.
TODO: Possibly look into using any of the Movement Radius fields in porymap to get the quantity of the respective item.