diff options
-rw-r--r-- | Prompt-for-reusing-Repels.md | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Prompt-for-reusing-Repels.md b/Prompt-for-reusing-Repels.md index 8dff99f..d851915 100644 --- a/Prompt-for-reusing-Repels.md +++ b/Prompt-for-reusing-Repels.md @@ -34,7 +34,7 @@ Next, we need to write to the variable when a repel is used. Edit [src/item_use. ``` There is one last issue. We also need a value to write to `VAR_REPEL_STEP_COUNT`. From a script, we cannot get this from the item ID alone. While we could use another unused variable, there is a way to avoid having to do this. `callnative` in scripts lets you call any function from a script. So, we can define a new function and use it with `callnative`. `callnative` is not the only way to use C code in scripts. You can also define specials and save some (but not much space), but it is largely unneeded. -In [src/item.c](../blob/master/src/item.c), we will declare and define a new function: +In [src/item.c](../blob/master/src/item.c), we will declare and define a new function (note: declare the function in include/item.h): ```c void ItemId_GetHoldEffectParam_Script(); ``` @@ -49,7 +49,7 @@ Next, we will modify the script to ask the player if they want to use another re ## 2. Ask the player Now, we have everything we need. Edit [data/scripts/repel.inc](../blob/master/data/scripts/repel.inc): ```diff - EventScript_RepelWoreOff:: @ 82A4B2A + EventScript_RepelWoreOff:: + lockall + checkitem VAR_REPEL_LAST_USED, 1 + compare VAR_RESULT, FALSE @@ -74,7 +74,7 @@ Now, we have everything we need. Edit [data/scripts/repel.inc](../blob/master/da + releaseall end - Text_RepelWoreOff: @ 82A4B33 + Text_RepelWoreOff: .string "REPEL's effect wore off…$" +Text_RepelWoreOff_UseAnother: |