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[Script] Pokemart Questions

44
Posts
9
Years
    • Seen Mar 10, 2024
    So, if I were to change the number of items in a pokemart in Emerald, such as increase the number of items sold, would I have to change and repoint the addresses for the script?

    Example:

    OLDALE TOWN's Pokemart

    Old
    #org 0x1FC260
    #raw word ITEM_POTION
    #raw word ITEM_ANTIDOTE
    #raw word ITEM_PARLYZHEAL
    #raw word ITEM_AWAKENING
    #raw word ITEM_NONE

    New
    #org 0x1FC260
    #raw word ITEM_POTION
    #raw word ITEM_ANTIDOTE
    #raw word ITEM_AWAKENING
    #raw word ITEM_PARLYZHEAL
    #raw word ITEM_ETHER
    #raw word ITEM_REPEL
    #raw word ITEM_ORANGEMAIL
    #raw word ITEM_NONE
     
    56
    Posts
    6
    Years
    • Seen Nov 17, 2023
    if you want to add items to the mart, yes. you only have to repoint the pokemart part, not the entire script
     
    Last edited:
    1,309
    Posts
    12
    Years
    • She/Her
    • Seen Nov 24, 2023
    You can repoint to new pokemart sections then recompile like:
    Code:
    ...
    #org 0x1FC240
    lock
    faceplayer
    preparemsg 0x8272A21
    waitmsg
    checkflag 0x74
    if 0x1 goto 0x81FC26C
    pokemart [COLOR="Magenta"]@yournewpointer1[/COLOR]
    msgbox 0x8272A3F MSG_KEEPOPEN
    release
    end
    
    #org 0x1FC26C
    pokemart [COLOR="Magenta"]@yournewpointer2[/COLOR]
    msgbox 0x8272A3F MSG_KEEPOPEN
    release
    end
    
    #org [COLOR="Magenta"]@yournewpointer1[/COLOR]
    [COLOR="Red"][your items here][/COLOR]
    #raw word 0x0
    
    #org [COLOR="Magenta"]@yournewpointer2[/COLOR]
    [COLOR="Red"][your items here][/COLOR]
    #raw word 0x0

    That being said, I'd recommend writing your own mart scripts because that way you won't need to worry about accidentally overwriting anything by mistake and it'd help you practice =)

    Spoiler:
     
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