-
Notifications
You must be signed in to change notification settings - Fork 817
How To Add a Pocket PC
This tutorial is for how to add a Pocket PC that you can use at any time to access the PC without having to go to the Pokémon Center.
- Add the Pocket PC as a Key Item
- Add the new function to handle using the PC
- Get the Pocket PC from Elm's Aide
This section is similar to adding any normal item and can be carried out the same way until you get to the attributes:
To start with, we'll implement the Pocket PC's essential data. Firt edit constants/item_constants.asm:
const WATER_STONE ; 18
- const ITEM_19 ; 19
+ const POCKET_PC ; 19
const HP_UP ; 1a
Edit data/items/names.asm:
li "WATER STONE"
- li "TERU-SAMA"
+ li "POCKET PC"
li "HP UP"
Edit data/items/descriptions.asm:
dw WaterStoneDesc
- dw TeruSama2Desc
+ dw PocketPCDesc
dw HPUpDesc
...
-TeruSama2Desc:
- db "?@"
+PocketPCDesc:
+ db "Access the PC"
+ next "right here!@"
Edit data/items/attributes.asm:
-; ITEM_19
- item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
+; POCKET_PC
+ item_attribute 0, HELD_NONE, 0, CANT_TOSS, KEY_ITEM, ITEMMENU_CLOSE, ITEMMENU_NOUSE
Edit engine/items/item_effects.asm:
Replace the old slot:
dw EvoStoneEffect ; WATER_STONE
- dw NoEffect ; ITEM_19
+ dw PocketPCEffect ; POCKET_PC
dw VitaminEffect ; HP_UP
Add the new effect:
ItemfinderEffect:
farcall ItemFinder
ret
+ PocketPCEffect:
+ farcall PocketPCFunction
+ ret
And last, edit data/items/catch_rate_items.asm (you won't need two Pocket PCs!):
TimeCapsule_CatchRateItems:
- db ITEM_19, LEFTOVERS
...
Now we need to create the PocketPCFunction
that we added to the engine/items/item_effects.asm. This will be done in the engine/events/overworld.asm file.
Here we have the base of the function, it is handled similarly to the BikeFunction
as we want different scripts to trigger based on whether we are using it from the Bag or as a registered item:
RodNothingText:
text_far _RodNothingText
text_end
UnusedNothingHereText: ; unused
text_far _UnusedNothingHereText
text_end
+PocketPCFunction:
+ call .LoadPocketPC
+ and $7f
+ ld [wFieldMoveSucceeded], a
+ ret
+
+.LoadPocketPC:
+ ld a, [wPlayerState]
+ ld hl, Script_LoadPocketPC
+ ld de, Script_LoadPocketPC_Register
+ call .CheckIfRegistered
+ call QueueScript
+ ld a, TRUE
+ ret
+
+.CheckIfRegistered:
+ ld a, [wUsingItemWithSelect]
+ and a
+ ret z
+ ld h, d
+ ld l, e
+ ret
Next we need to add the two scripts that will run depending on the scenario:
+Script_LoadPocketPC:
+ reloadmappart
+ special UpdateTimePals
+ special PokemonCenterPC
+ reloadmappart
+ end
+
+Script_LoadPocketPC_Register:
+ special PokemonCenterPC
+ reloadmappart
+ end
Script_GetOnBike:
reloadmappart
special UpdateTimePals
loadvar VAR_MOVEMENT, PLAYER_BIKE
The difference between them is when using from the Bag we need to move to the overworld, done with reloadmappart
.
In both cases we use the PokemonCenterPC
function which has its own special pointer. This will then just act like you were standing in front of the PC in the Pokémon Center. Then after you have done everything in the PC and exit we have reloadmappart
to properly load the map once more.
Now we need to actually get the item into your inventory, one place that makes sense is right after you get your starter.
Getting the Pocket PC before you get any Pokémon causes it to crash when accessing the PC; this is solved by just getting it after you get a Pokémon.
So we just need to edit the script for when you get your first Potion to also give the Pocket PC to the player. This is done in maps/ElmsLab.asm:
First we add the new call to both events:
ElmJumpRightScript:
applymovement ELMSLAB_ELM, ElmJumpRightMovement
opentext
end
AideScript_WalkPotion1:
applymovement ELMSLAB_ELMS_AIDE, AideWalksRight1
turnobject PLAYER, DOWN
scall AideScript_GivePotion
+ scall AideScript_GivePocketPC
applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft1
end
AideScript_WalkPotion2:
applymovement ELMSLAB_ELMS_AIDE, AideWalksRight2
turnobject PLAYER, DOWN
scall AideScript_GivePotion
+ scall AideScript_GivePocketPC
applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft2
end
Then we add the script and move the end scene to our new script:
AideScript_GivePotion:
opentext
writetext AideText_GiveYouPotion
promptbutton
verbosegiveitem POTION
writetext AideText_AlwaysBusy
waitbutton
closetext
- setscene SCENE_ELMSLAB_NOTHING
end
+AideScript_GivePocketPC:
+ opentext
+ writetext AideText_GetPocketPCText
+ promptbutton
+ giveitem POCKET_PC
+ writetext AideText_PocketPCInfoText
+ waitbutton
+ closetext
+ setscene SCENE_ELMSLAB_NOTHING
+ end
Add last we add the new text used when giving the PocketPC:
ElmsLabPCText:
text "OBSERVATIONS ON"
line "#MON EVOLUTION"
para "…It says on the"
line "screen…"
done
+AideText_GetPocketPCText:
+ text "Oh, I have this"
+ line "for you too."
+
+ para "It's a Pocket PC!"
+ done
+
+AideText_PocketPCInfoText:
+ text "Use this to manage"
+ line "your party."
+ done
Now you have a whole script added to get your Pocket PC! This can be added anywhere else you would like instead of here, just make sure it is after you get your starter and make the proper adjustments depending on your chosen map.