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Shop Items By Badge Count

LOuroboros edited this page May 21, 2021 · 4 revisions

Shop Items By Badge Count

Credit to ghoulslash

Pokemart/Shop Items have been determined by the player's badge count for some time. So let's add this feature with Generation VIII items!

Add the item lists

Open src/shop.c. Add the following above sShopPurchaseYesNoFuncs

static const u16 sShopInventory_ZeroBadges[] = {
    ITEM_POKE_BALL,
    ITEM_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_REVIVE,
    ITEM_NONE
};

static const u16 sShopInventory_OneBadge[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_REVIVE,
    ITEM_NONE
};

static const u16 sShopInventory_TwoBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_REVIVE,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 sShopInventory_ThreeBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_REVIVE,
    ITEM_REPEL,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 sShopInventory_FourBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_HYPER_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_REVIVE,
    ITEM_REPEL,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 sShopInventory_FiveBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_ULTRA_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_HYPER_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_REVIVE,
    ITEM_REPEL,
    ITEM_SUPER_REPEL,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 sShopInventory_SixBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_ULTRA_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_HYPER_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_FULL_HEAL,
    ITEM_REVIVE,
    ITEM_REPEL,
    ITEM_SUPER_REPEL,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 sShopInventory_SevenBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_ULTRA_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_HYPER_POTION,
    ITEM_MAX_POTION,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_FULL_HEAL,
    ITEM_REVIVE,
    ITEM_REPEL,
    ITEM_SUPER_REPEL,
    ITEM_MAX_REPEL,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 sShopInventory_EightBadges[] = {
    ITEM_POKE_BALL,
    ITEM_GREAT_BALL,
    ITEM_ULTRA_BALL,
    ITEM_POTION,
    ITEM_SUPER_POTION,
    ITEM_HYPER_POTION,
    ITEM_MAX_POTION,
    ITEM_FULL_RESTORE,
    ITEM_ANTIDOTE,
    ITEM_BURN_HEAL,
    ITEM_ICE_HEAL,
    ITEM_AWAKENING,
    ITEM_PARALYZE_HEAL,
    ITEM_FULL_HEAL,
    ITEM_REVIVE,
    ITEM_REPEL,
    ITEM_SUPER_REPEL,
    ITEM_MAX_REPEL,
    ITEM_POKE_DOLL,
    ITEM_NONE
};

static const u16 *const sShopInventories[] = 
{
    sShopInventory_ZeroBadges, 
    sShopInventory_OneBadge,
    sShopInventory_TwoBadges,
    sShopInventory_ThreeBadges,
    sShopInventory_FourBadges,
    sShopInventory_FiveBadges,
    sShopInventory_SixBadges,
    sShopInventory_SevenBadges,
    sShopInventory_EightBadges
};

Make the file recognize the item definitions

In the same file, add #include "event_data.h" at the top of the tile (above #include "event_object_movement.h" is a good spot)

Make the game load our new item data

Edit the function, static void SetShopItemsForSale(const u16 *items), to the following

static void SetShopItemsForSale(const u16 *items)
{
    u16 i = 0;
    u8 badgeCount = GetNumberOfBadges();

    if (items == NULL)
        sMartInfo.itemList = sShopInventories[badgeCount];
    else
        sMartInfo.itemList = items;

    sMartInfo.itemCount = 0;
    while (sMartInfo.itemList[i])
    {
        sMartInfo.itemCount++;
        i++;
    }
}

Finally, add the function GetNumberOfBadges somewhere above SetShopItemsForSale (directly above is fine)

static u8 GetNumberOfBadges(void)
{
    u16 badgeFlag;
    u8 count = 0;
    
    for (badgeFlag = FLAG_BADGE01_GET; badgeFlag < FLAG_BADGE01_GET + NUM_BADGES; badgeFlag++)
    {
        if (FlagGet(badgeFlag))
            count++;
    }
    
    return count;
}

Usage

In any script, replace pokemart <itemList> with pokemart 0 to load the items based on the player's badge count. And that's it!

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