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| author | aaaaaa123456789 <aaaaaa123456789@acidch.at> | 2021-11-17 04:23:23 -0300 |
|---|---|---|
| committer | aaaaaa123456789 <aaaaaa123456789@acidch.at> | 2021-11-17 04:23:23 -0300 |
| commit | 8672501e6fc39efe1bd7fd2e75f2c9e64603c57a (patch) | |
| tree | ee68be8508df7d550f9524dc475bc3c663f6e2ca | |
| parent | dc491e2c6831b4febc66937dd4c0a41510921e6e (diff) | |
Remove whitespace at end of line
| -rw-r--r-- | Smashing-rocks-has-a-chance-to-contain-items.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Smashing-rocks-has-a-chance-to-contain-items.md b/Smashing-rocks-has-a-chance-to-contain-items.md index 2bda45f..3cc8446 100644 --- a/Smashing-rocks-has-a-chance-to-contain-items.md +++ b/Smashing-rocks-has-a-chance-to-contain-items.md @@ -31,7 +31,7 @@ First, we must edit the `RockSmashScript` within [engine/events/overworld.asm](. + verbosegiveitem ITEM_FROM_MEM + closetext +.no_item -+ end ++ end ``` These changes stop the `RockSmashScript` from ending if it doesn't find a Pokemon, jumping to `.no_battle` if the game does not startle a Pokemon hiding within the rock, and then calling `RockItemEncounter` to determine whether or not an item will be rolled. If no item is rolled, the script will jump to `.no_item`, ending the script and giving the player nothing. |
