From cdc6bbd7a9575cfc704c0d04662a16cf3043064c Mon Sep 17 00:00:00 2001 From: Josh <32826900+ShinyDragonHunter@users.noreply.github.com> Date: Sun, 2 Oct 2022 04:39:58 +0100 Subject: [PATCH] Created Set Up Item Balls on a Map Without Needing New Scripts (markdown) --- ...ls-on-a-Map-Without-Needing-New-Scripts.md | 37 +++++++++++++++++++ 1 file changed, 37 insertions(+) create mode 100644 Set-Up-Item-Balls-on-a-Map-Without-Needing-New-Scripts.md diff --git a/Set-Up-Item-Balls-on-a-Map-Without-Needing-New-Scripts.md b/Set-Up-Item-Balls-on-a-Map-Without-Needing-New-Scripts.md new file mode 100644 index 0000000..9cb5717 --- /dev/null +++ b/Set-Up-Item-Balls-on-a-Map-Without-Needing-New-Scripts.md @@ -0,0 +1,37 @@ +## Set Up Item Balls on a Map Without Needing New Scripts + +Credits to Deokishisu for implementing this feature into [CrystalDust](https://github.com/Deokishisu/CrystalDust/commit/51f995fd7821f7bd8a85272d519a34dd2604cecf). + +When making a hack, it's natural to want to litter various item balls containing items throughout the world. Doing this involves making a script for the item and then assigning that script to the item ball object and setting the respective flag id for when the player picks up the item. + +But what if we could unify the item logic for item balls so all they'd need is the one script? That's what this tutorial will help with getting set up. + +First, we need to go into [src/script.c](https://github.com/pret/pokeemerald/blob/master/src/script.c) and add the following function anywhere in that file: +```c +void GetObjectEventTrainerRangeFromTemplate(void) +{ + gSpecialVar_Result = gMapHeader.events->objectEvents[gSpecialVar_LastTalked - 1].trainerRange_berryTreeId; +} +``` +This will set the value of the object's `trainerRange_berryTreeId` (`Sight Radius/Berry Tree ID` in porymap) to `VAR_RESULT.` + +Next, we need to make a script making use of this function. In [data/scripts/item_balls_scripts.inc](https://github.com/pret/pokeemerald/blob/master/data/scripts/item_ball_scripts.inc), we are going to need the following script: +```asm +Common_EventScript_FindItem:: + callnative GetObjectEventTrainerRangeFromTemplate + finditem VAR_RESULT + end +``` +This will be the script all item balls will use when using this feature. Essentially, it gets the value of `VAR_RESULT` and uses it for the parameter of `finditem`. + +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. + +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. + +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. + +TODO: Possibly look into using any of the Movement Radius fields in porymap to get the quantity of the respective item. \ No newline at end of file