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Alternative Safari Zones

Derxwna Kapsyla

Derxwna "The Badman" Kapsyla
  • 437
    Posts
    13
    Years
    So, for my game, I want to make my Safari Zones marginally different from how they are traditionally, but I'm not sure what I would need to change to make it possible, especially in the case of the second one.

    For the first one, a Safari Zone that doesn't have a step counter, but still gives you Safari Balls - this works exactly like how the Johto Safari Zone worked in Heart Gold/Soul Silver. I imagine I would have it flip a switch when the Safari Game starts, and in the code have something like
    Code:
    if $game_switches[300]
    SAFARISTEPS=$null
    else
    SAFARISTEPS=600
    But I'm not sure where in the code that would go.

    The second one is the inverse - you're allowed to use any Pokeball you want (You still aren't allowed to bring Pokemon in, but you could allow something like that if you wanted), but you have the step counter to abide by. So basically after you pay, your step counter is active, and inside the Safari Zone you can use your regular Ultra Balls to capture a Girafarig, or whatever appears. For something like this, I have no idea how it would be handled at all.

    I would really appreciate the help if it can be provided!
     
    There's a Setting called SAFARISTEPS. Figure out how it's used, and add an exception where desired. 0 steps means infinite steps.

    Your second idea would need bigger changes. I'm not interested enough to figure out specifics. Note that if you allow the trainer to use their Pokémon, you've just got a regular map with a step counter in it, which can be organised with as little as a parallel process event.
     
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