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authorIdain <luiscarlosholguinperez@outlook.com>2022-03-13 22:41:36 -0400
committerIdain <luiscarlosholguinperez@outlook.com>2022-03-13 22:41:36 -0400
commit86737d7c258c87719c99602a57f550fddd200e1e (patch)
tree7dbe0099cc26951cd534a31d9aa64d71fa3065a2
parentdcb5bb5225b01d60dfd83c09f5a11f8a88c13627 (diff)
Update Eviolite section
-rw-r--r--Add-a-new-item.md8
1 files changed, 4 insertions, 4 deletions
diff --git a/Add-a-new-item.md b/Add-a-new-item.md
index a3c4082..db9def6 100644
--- a/Add-a-new-item.md
+++ b/Add-a-new-item.md
@@ -484,14 +484,14 @@ First, add the essential data. Replace `ITEM_87` with `EVIOLITE`; give it a name
`HELD_EVIOLITE` has not been defined yet, so we'll do that next. Edit [constants/item_data_constants.asm](../blob/master/constants/item_data_constants.asm):
```diff
- const_def 40
- const HELD_40
- const HELD_41
+ const_next 40
+ const_skip
+ const_skip
const HELD_METAL_POWDER
+ const HELD_EVIOLITE
```
-Two things to note about these `HELD_*` constants. One, they're not a continuous sequence; Game Freak usually grouped related ones together, starting from round numbers like 40. This was probably just to make it easier to deal with the raw numeric values, using the less powerful development tools of the late 90s. Two, there's no data associated with these constants. They're just unique values that the battle engine can check for in any arbitrary circumstances. If one of them is unused, like `HELD_40` and `HELD_41`, you can always replace it with something useful.
+Two things to note about these `HELD_*` constants. One, they're not a continuous sequence; Game Freak usually grouped related ones together, starting from round numbers like 40. This was probably just to make it easier to deal with the raw numeric values, using the less powerful development tools of the late 90s. Two, there's no data associated with these constants. They're just unique values that the battle engine can check for in any arbitrary circumstances. If one of them is unused you can always replace it with something useful.
In other words, adding an effect for `HELD_EVIOLITE` won't involve updating any data tables; we'll just have to write some all-new assembly code. So if you want to design an original held item, you'll have to become familiar with how the battle engine works, and figure out which parts need updating to accomodate your item.