From d9868aee44bf861c80ffdb053039cd21b0b52f52 Mon Sep 17 00:00:00 2001 From: aaaaaa123456789 Date: Wed, 17 Nov 2021 04:28:39 -0300 Subject: Some minor fixups --- Smashing-rocks-has-a-chance-to-contain-items.md | 10 +++++----- 1 file 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. -- cgit v1.2.3