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Adding an NPC that gives you a Pokémon
This tutorial is for adding an NPC that gives you a Pokémon.
- Adding the required sprite to the overworld
- Creating the script for the NPC
- Event Flag to prevent farming
In this tutorial we will add an NPC that gives you a Pokémon of a certain species and level. We will add the NPC at the very beggining of Route 29, though any area will also follow the same steps.
Start by editing maps/Route29.asm
object_const_def
const ROUTE29_COOLTRAINER_M1
...
+const ROUTE29_COOLTRAINER_M3
...
def_object_events
object_event 50, 12, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, CatchingTutorialDudeScript, -1
...
+object_event 44, 9, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, GiftPokemonDudeScript, -1
This will add the cool trainer sprite to the beggining of Route 29.
Next, we need to provide contents for GiftPokemonDudeScript
, which is the script this NPC is assigned. We will use VAR_PARTYCOUNT
to check if our party is full, if our party is full then the NPC will tell us so, and won't give us the Pokémon.
+GiftPokemonDudeScript:
+ faceplayer
+ readvar VAR_PARTYCOUNT
+ ifequal PARTY_LENGTH, .PartyFullGift
+ opentext
+ writetext GiftPokemonDudeGiftText
+ promptbutton
+ getmonname STRING_BUFFER_3, MEWTWO
+ writetext ReceivedGiftText
+ promptbutton
+ givepoke MEWTWO, 100, BERRY
+ closetext
+ end
+.PartyFullGift:
+ opentext
+ writetext PartyFullGiftText
+ waitbutton
+ closetext
+ end
+PartyFullGiftText:
+ text "I was going to"
+ line "give you something"
+ para "but your party"
+ line "seems to be full."
+ done
+GiftPokemonDudeGiftText:
+ text "I caught so"
+ line "many #MON!"
+ para "This guy seems"
+ line "weak though,"
+ cont "you can have it."
+ para "I only collect"
+ line "strong bug types"
+ cont "like Caterpie."
+ done
+ReceivedGiftText:
+ text "<PLAYER> received"
+ line "@"
+ text_ram wStringBuffer3
+ text "!"
+ done
Great!!! This code will make the NPC we talk to give us a specified Pokémon at a certain level after checking if we have space in our party for him (in our case, a level 100 MEWTWO, but you can decide what pokemon to add at what level). However, speaking to them again will give you another Pokémon (of the same species and level), and another for each time you speak to them. To combat this, we need to provide an EVENT_FLAG.
For this next step, add a new entry to constants/event_flags.asm
.
...
; New to Crystal
+const EVENT_GOT_ROUTE_29_GIFT_POKE
...
We then need to go back to the NPC we created earlier and add the event to the script, so once the event is set, we don't gift another Pokémon. We could also make the NPC not appear again after the event has been set, by replacing the -1 at the end of their object_event data with EVENT_GOT_ROUTE_29_GIFT_POKE (like in the tutorial for the NPC that gives an item), but we won't be doing that in this tutorial, we want the character to stay there.
...
GiftPokemonDudeScript:
faceplayer
+ checkevent EVENT_GOT_ROUTE_29_GIFT_POKE
+ iftrue .AlreadyGotGiftPoke
readvar VAR_PARTYCOUNT
ifequal PARTY_LENGTH, .PartyFullGift
opentext
writetext GiftPokemonDudeGiftText
promptbutton
getmonname STRING_BUFFER_3, MEWTWO
writetext ReceivedGiftText
promptbutton
givepoke MEWTWO, 100, BERRY
+ setevent EVENT_GOT_ROUTE_29_GIFT_POKE
closetext
end
.PartyFullGift:
opentext
writetext PartyFullGiftText
waitbutton
closetext
end
+.AlreadyGotGiftPoke:
+ opentext
+ writetext AlreadyGotGiftText
+ waitbutton
+ closetext
+ end
PartyFullGiftText:
text "I was going to"
line "give you something"
para "but your party"
line "seems to be full."
done
GiftPokemonDudeGiftText:
text "I caught so"
line "many #MON!"
para "This guy seems"
line "weak though,"
cont "you can have it."
para "I only collect"
line "strong bug types"
cont "like Caterpie."
done
ReceivedGiftText:
text "<PLAYER> received"
line "@"
text_ram wStringBuffer3
text "!"
done
+AlreadyGotGiftText:
+ text "Take good care of"
+ line "that gift #MON!"
+ done
...
Now we are set! The NPC will check if the event flag has been set or not. If there is space for the gift Pokémon in your party, and the event has not been set, then you will recieve the gift Pokémon. Otherwise you get a message telling you to make space for the gift Pokémon, or, if you already got the Pokémon gift, it prints a different message, depending on what text you placed in AlreadyGotGiftText.