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authoraljohnston112 <aljohnston112@gmail.com>2020-11-23 08:33:36 -0600
committeraljohnston112 <aljohnston112@gmail.com>2020-11-23 08:33:36 -0600
commit49d87bf757b0148e6996080f824d0ce544c70e5a (patch)
tree8b2ddaf8315ef66ea1df808cc97e86467bdf6b21 /Move-Tutor-and-Tutor-Moves.md
parent353d6cb3b0dab5d6c1447491be6bef2c0d658a38 (diff)
Fixed some grammar and removed unneeded comments.
Diffstat (limited to 'Move-Tutor-and-Tutor-Moves.md')
-rw-r--r--Move-Tutor-and-Tutor-Moves.md12
1 files changed, 6 insertions, 6 deletions
diff --git a/Move-Tutor-and-Tutor-Moves.md b/Move-Tutor-and-Tutor-Moves.md
index 2dc825c..5ed0c8f 100644
--- a/Move-Tutor-and-Tutor-Moves.md
+++ b/Move-Tutor-and-Tutor-Moves.md
@@ -13,7 +13,7 @@ In this tutorial we will be expanding the existing move tutor code in pokecrysta
## 1. Edit existing move tutor code
-The existing move tutor code is programmed in a way that it can only check for 3 variables (the three moves able to be tutored). Let's fix that. Head to `.GetMoveTutorMove` in [engine/events/move_tutor.asm](../blob/master/engine/events/move_tutor.asm):
+The existing move tutor code is programmed in a way that it can only check for three variables (the three moves able to be tutored). Let's fix that. Head to `.GetMoveTutorMove` in [engine/events/move_tutor.asm](../blob/master/engine/events/move_tutor.asm):
```diff
.GetMoveTutorMove:
@@ -35,9 +35,9 @@ The existing move tutor code is programmed in a way that it can only check for 3
ret
```
-As you can see, it loads the currently selected `MOVETUTOR_MOVE` into `a`. If you didn't select `MOVETUTOR_FLAMETHROWER`, then the game assumes you picked `MOVETUTOR_THUNDERBOLT`, and loads `THUNDERBOLT` into `a`. If you selected neither, then the game loads `ICE_BEAM` into `a` instead.
+The routine loads the currently selected `MOVETUTOR_MOVE` into `a`. If you didn't select `MOVETUTOR_FLAMETHROWER`, then the game checks if you selected `MOVETUTOR_THUNDERBOLT`, and loads `THUNDERBOLT` into `a` if you did. If you selected neither, then the game loads `ICE_BEAM` into `a` instead.
-Pretty straightforward, huh? But what if we wanted to add more moves? It's not optimal to keep tacking on additional checks the more tutor moves you have.
+What if we wanted to add more moves? It's not optimal to keep tacking on additional checks the more tutor moves you have.
```diff
.GetMoveTutorMove:
@@ -59,7 +59,7 @@ Pretty straightforward, huh? But what if we wanted to add more moves? It's not o
ret
```
-Remove the checks entirely, and let the move tutor script in a map tell `a` which tutor move to load instead! This means you can add a few more tutor moves, and the game should handle it perfectly, if you create the right move tutor script. But first, we need to apply this new engine change to the existing move tutor in Goldenrod.
+Remove the checks entirely, and let the move tutor script in a map load `a` with the selected tutor move instead! This means you can add a few more tutor moves, and the game should handle it perfectly, if you create the right move tutor script. But first, we need to apply this new engine change to the existing move tutor in Goldenrod.
## 2. Edit Goldenrod Move Tutor to support the new changes
@@ -140,7 +140,7 @@ In this case, now that we've edited `.GetMoveTutorMove` to not contain `MOVETUTO
sjump .Incompatible
```
-Now he functions just the same as before, but now the code that let him teach moves can now be expanded to teach others, as well.
+The routine functions almost the same as before, but now the code that lets him teach moves can be expanded to teach others, as well.
## 3. Create a new tutor move
There are three parts to creating a new tutor move. Defining the constant, defining the move, and lastly, adding the move to a Pokémon's existing learnset.
@@ -389,7 +389,7 @@ You can either delete the `CeladonCityGramps1Script` and `CeladonCityGramps1Text
- object_event 14, 16, SPRITE_GRAMPS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, CeladonCityTutorGramps1Script, -1
+ object_event 14, 16, SPRITE_GRAMPS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, CeladonCityTutorSoftboiledScript, -1
```
-There we go! A brand new move tutor! Now you know how it's done, you can expand on the existing functionality, such as asking for an item or currency as payment!
+A brand new move tutor! You can expand on the existing functionality, such as asking for an item or currency as payment!
![Screenshot](https://i.imgur.com/hwPB2of.png)