mirror of https://github.com/pret/pokeemerald.git
Added a new scripting macro; setmonball
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@ -9,6 +9,7 @@ All specials need to be added to the table in `data/specials.inc` following othe
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- [Check an Object at a Position](#checkobjectat)
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- [Get Seen/Caught Mon](#getseenmon-and-getcaughtmon)
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- [Set Seen/Caught Mon](#setseenmon-and-setcaughtmon)
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- [Set Mon Ball](#setmonball)
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### getobjectposition
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@ -180,4 +181,34 @@ Keep in mind that in order to access `FLAG_SET_SEEN` and `FLAG_SET_CAUGHT`, you
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In other words, you need to add a `#include "pokedex.h"` to the list of headers at the top of the file.
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To use them, simply type either `setseenmon` or `setcaughtmon` in your script, followed by the species ID. For example, `setcaughtmon SPECIES_MAGIKARP`.
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To use them, simply type either `setseenmon` or `setcaughtmon` in your script, followed by the species ID. For example, `setcaughtmon SPECIES_MAGIKARP`.
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### setmonball
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Credits to Lunos.
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This command will let you modify the caught ball of a Pokémon that is chosen by the Player.
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1. First, our scripting macro:
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```c
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@ Changes the caught ball of a selected Pokémon
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.macro setmonball ballId:req
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special ChoosePartyMon
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waitstate
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setvar VAR_TEMP_1, \ballId
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special SetMonBall
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.endm
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```
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2. Next, our special function. You can add it to any .c file, although since it's meant to be used from the overworld, I suggest `src/field_specials.c` specifically.
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```c
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void SetMonBall(void)
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{
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u8 ballId = VarGet(VAR_TEMP_1);
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SetMonData(&gPlayerParty[gSpecialVar_0x8004], MON_DATA_POKEBALL, &ballId);
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}
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```
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To use it, simply type `setmonball` in your script followed by the desired Poké Ball Item ID. For example, `setmonball ITEM_PREMIER_BALL`.
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