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Updated Implementing Catch EXP (markdown)
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@ -212,7 +212,7 @@ That takes us to line 9938, which is in the middle of `Cmd_handleballthrow`. The
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SetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattlerTarget]], MON_DATA_POKEBALL, &gLastUsedItem);
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SetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattlerTarget]], MON_DATA_POKEBALL, &gLastUsedItem);
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```
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```
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It doesn't do anything else to "remember," within C, that a successful capture has occurred, because it doesn't really need to *remember* that; we've decided that the next script instruction to run should be the "successful capture" script, and that'll do whatever it needs to do. `Cmd_handleballthrow` doesn't do anything else to "remember" the situation in C, but it does this *one* line of code that we can take advantage of. When you catch a Pokémon, the game modifies that Pokémon to store the type of Poké Ball you used, so that you can see that ball type when viewing the Pokémon's stats.
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It doesn't set any variables or do anything else to "remember," within C, that a successful capture has occurred, because it doesn't really need to *remember* that; we've decided that the next script instruction to run should be the "successful capture" script, and that'll do whatever it needs to do. What *does* happen in C, though, is this *one* line of code that we can take advantage of. When you catch a Pokémon, the game modifies that Pokémon to store the type of Poké Ball you used, so that you can see that ball type when viewing the Pokémon's stats.
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We *set* that information. We can *get* that information.
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We *set* that information. We can *get* that information.
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