## Run Script On Trainer Sight
Credit to ghoulslash. You can pull from the [repo](https://github.com/ghoulslash/pokeemerald/tree/trainer_see_scripts) or follow the tutorial below. The bottom of the page has set up instructions.
Default Pokemon Trainers require the first script command to be trainerbattle to function correctly. This feature allows you to run any script while including the "trainer spotting" effect. Here's an example:
### Modify Trainer Sight
**1. Open [src/trainer_see.c](../blob/master/src/trainer_see.c).** Find the function `CheckForTrainersWantingBattle`. Modify it to the following:
```c
bool8 CheckForTrainersWantingBattle(void)
{
u8 i;
u8 numTrainers;
gNoOfApproachingTrainers = 0;
gApproachingTrainerId = 0;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (!gObjectEvents[i].active)
continue;
if (gObjectEvents[i].trainerType == TRAINER_TYPE_NONE || gObjectEvents[i].trainerType == TRAINER_TYPE_SEE_ALL_DIRECTIONS)
continue;
numTrainers = CheckTrainer(i);
if (numTrainers == 0xFF) //run script
break;
if (numTrainers == 2)
break;
if (numTrainers == 0)
continue;
if (gNoOfApproachingTrainers > 1)
break;
if (GetMonsStateToDoubles_2() != 0) // one trainer found and cant have a double battle
break;
}
if (numTrainers == 0xFF)
{
u8 objectEventId = gApproachingTrainers[gNoOfApproachingTrainers - 1].objectEventId;
gSelectedObjectEvent = objectEventId;
gSpecialVar_LastTalked = gObjectEvents[objectEventId].localId;
ScriptContext1_SetupScript(EventScript_ObjectApproachPlayer);
ScriptContext2_Enable();
return TRUE;
}
if (gNoOfApproachingTrainers == 1)
{
ResetTrainerOpponentIds();
ConfigureAndSetUpOneTrainerBattle(gApproachingTrainers[gNoOfApproachingTrainers - 1].objectEventId,
gApproachingTrainers[gNoOfApproachingTrainers - 1].trainerScriptPtr);
gTrainerApproachedPlayer = TRUE;
return TRUE;
}
else if (gNoOfApproachingTrainers == 2)
{
ResetTrainerOpponentIds();
for (i = 0; i < gNoOfApproachingTrainers; i++, gApproachingTrainerId++)
{
ConfigureTwoTrainersBattle(gApproachingTrainers[i].objectEventId,
gApproachingTrainers[i].trainerScriptPtr);
}
SetUpTwoTrainersBattle();
gApproachingTrainerId = 0;
gTrainerApproachedPlayer = TRUE;
return TRUE;
}
else
{
gTrainerApproachedPlayer = FALSE;
return FALSE;
}
}
```
**2. Next, find `CheckTrainer` and change it to:**
```c
static u8 CheckTrainer(u8 objectEventId)
{
const u8 *scriptPtr;
u8 ret = 1;
u8 approachDistance;
u16 scriptFlag = GetObjectEventTrainerSightFlagByObjectEventId(objectEventId);
if (InTrainerHill() == TRUE)
scriptPtr = GetTrainerHillTrainerScript();
else
scriptPtr = GetObjectEventScriptPointerByObjectEventId(objectEventId);
if (InBattlePyramid())
{
if (GetBattlePyramidTrainerFlag(objectEventId))
return 0;
}
else if (InTrainerHill() == TRUE)
{
if (GetHillTrainerFlag(objectEventId))
return 0;
}
else if (scriptFlag < TRAINER_TYPE_RUN_SCRIPT)
{
if (GetTrainerFlagFromScriptPointer(scriptPtr))
return 0;
}
approachDistance = GetTrainerApproachDistance(&gObjectEvents[objectEventId]);
if (approachDistance != 0)
{
if (scriptFlag >= TRAINER_TYPE_RUN_SCRIPT)
{
if (!FlagGet(scriptFlag) && scriptPtr != NULL)
{
// TRAINER_TYPE_RUN_SCRIPT
FlagSet(scriptFlag);
ret = 0xFF;
}
else
{
return 0;
}
}
else
{
if (scriptPtr[1] == TRAINER_BATTLE_DOUBLE
|| scriptPtr[1] == TRAINER_BATTLE_REMATCH_DOUBLE
|| scriptPtr[1] == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE)
{
if (GetMonsStateToDoubles_2() != 0)
return 0;
ret = 2;
}
}
gApproachingTrainers[gNoOfApproachingTrainers].objectEventId = objectEventId;
gApproachingTrainers[gNoOfApproachingTrainers].trainerScriptPtr = scriptPtr;
gApproachingTrainers[gNoOfApproachingTrainers].radius = approachDistance;
TrainerApproachPlayer(&gObjectEvents[objectEventId], approachDistance - 1);
gNoOfApproachingTrainers++;
return ret;
}
return 0;
}
```
**3. Make the trainers only see in 1 direction**
Find the function `GetTrainerApproachDistance`. Replace the line:
```c
if (trainerObj->trainerType == TRAINER_TYPE_NORMAL)
```
with:
```c
if (trainerObj->trainerType == TRAINER_TYPE_NORMAL || trainerObj->trainerType >= TRAINER_TYPE_RUN_SCRIPT)
```
**4. Create the function `GetObjectEventTrainerSightFlagByObjectEventId`**
First, open [src/event_object_movement.c](../blob/master/src/event_object_movement.c). Somewhere, add the function `GetObjectEventTrainerSightFlagByObjectEventId`:
```c
u16 GetObjectEventTrainerSightFlagByObjectEventId(u8 objEventId)
{
return GetObjectEventTemplateByLocalIdAndMap(gObjectEvents[objEventId].localId, gObjectEvents[objEventId].mapNum, gObjectEvents[objEventId].mapGroup)->trainerType;
}
```
Next, define the new function in [include/event_object_movement.h](../blob/master/include/event_object_movement.h). Add `u16 GetObjectEventTrainerSightFlagByObjectEventId(u8 objEventId);` somewhere in the file.
### Define TRAINER_TYPE_RUN_SCRIPT
add `#define TRAINER_TYPE_RUN_SCRIPT 4` to [include/constants/trainer_types.h](../blob/master/include/constants/trainer_types.h)
This is actually superfluous, but is a nice way to demonstrate that any value >= 4 will allow you to run any script.
### Make a new approach script
Open [data/scripts/trainer_script.inc](../blob/master/data/scripts/trainer_script.inc) and add the following to the bottom
```c
EventScript_ObjectApproachPlayer::
lock
special DoTrainerApproach
waitstate
gotonative LoadTrainerObjectScript
end
```
`gotonative LoadTrainerObjectScript` will allow us to dynamically branch to our objects own script.
Next, add `extern const u8 EventScript_ObjectApproachPlayer[];` somewhere to [include/event_scripts.h](../blob/master/include/event_scripts.h)
### Create `LoadTrainerObjectScript`
Open [src/script.c](../blob/master/src/script.c) and add the following function:
```c
bool8 LoadTrainerObjectScript(void)
{
sScriptContext1.scriptPtr = gApproachingTrainers[gNoOfApproachingTrainers - 1].trainerScriptPtr;
return TRUE;
}
```
Also, add `#include "trainer_see.h"` to the top of the file for this function to recognize `gApproachingTrainers`
Finally, add `#include/event_scripts.h` at the top of [src/trainer_see.c](../blob/master/src/trainer_see.c)
### How to Set Up:
Rather than make a new object event template field, we can use the fact that `.trainerType` is conveniently 16 bits. Set up your object event the following way:
Here's a brief run-down of the important fields:
* `Script`: the script you want the object to run upon approaching the player.
* `Trainer Type:` the flag that allows the script to run. This must be >3. The `ObjectEvent` structure `trainerType` field is only `u8`. You could expand this to `u16`, but that takes up saveblock space (4 more bytes due to alignment per object event, so 64 more saveblock bytes). Alternatively, just use a flag with ID <= 0xFF.
* `Sight Radius:` the same as for regular trainers
**Note:** there are two bytes free at the end of ObjectEventTemplate. You could easily add the trainer script flag here (don't forget to change the porymap json, GetObjectEventTrainerSightFlagByObjectEventId, and global.fieldmap.h!), and keep the trainer type field as intended.