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authoraaaaaa123456789 <aaaaaa123456789@acidch.at>2021-11-17 04:28:39 -0300
committeraaaaaa123456789 <aaaaaa123456789@acidch.at>2021-11-17 04:28:39 -0300
commitd9868aee44bf861c80ffdb053039cd21b0b52f52 (patch)
treeaa6c869c1f7a5ffd535083b38c436713e3a3370a
parent8672501e6fc39efe1bd7fd2e75f2c9e64603c57a (diff)
Some minor fixups
-rw-r--r--Smashing-rocks-has-a-chance-to-contain-items.md10
1 files changed, 5 insertions, 5 deletions
diff --git a/Smashing-rocks-has-a-chance-to-contain-items.md b/Smashing-rocks-has-a-chance-to-contain-items.md
index 3cc8446..203554c 100644
--- a/Smashing-rocks-has-a-chance-to-contain-items.md
+++ b/Smashing-rocks-has-a-chance-to-contain-items.md
@@ -1,15 +1,15 @@
-In HGSS, XY and ORAS, it is possible to use Rock Smash and instead of encountering a Pokemon (or nothing...), you could also find an item from a small table of potential item drops.
+In HGSS, XY and ORAS, it is possible to use Rock Smash and instead of encountering a Pokémon (or nothing...), you could also find an item from a small table of potential item drops.
-This tutorial will go over how to achieve that functionality in pokecrystal. (This feature was adapted from [Polished Crystal](https://github.com/Rangi42/polishedcrystal), huge thanks to Rangi!)
+This tutorial will go over how to achieve that functionality in pokecrystal. (This feature was adapted from [Polished Crystal](https://github.com/Rangi42/polishedcrystal): huge thanks to Rangi!)
## Contents
-1. [Modify the overworld functionality](#1-modify-the-overworld-functionality)
+1. [Modifying the overworld functionality](#1-modifying-the-overworld-functionality)
2. [Adding the rock item code](#2-adding-the-rock-item-code)
-## 1. Modify the overworld functionality
+## 1. Modifying the overworld functionality
First, we must edit the `RockSmashScript` within [engine/events/overworld.asm](../blob/master/engine/events/overworld.asm):
@@ -34,7 +34,7 @@ First, we must edit the `RockSmashScript` within [engine/events/overworld.asm](.
+ 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.
+These changes stop the `RockSmashScript` from ending if it doesn't find a Pokémon, jumping to `.no_battle` in that case, and then calling `RockItemEncounter` to determine whether or not an item will be found under the rock. If no item is selected, the script will jump to `.no_item`, ending the script and giving the player nothing.
But `RockItemEncounter` has yet to be defined, so these changes on their own will not work.