(995) _TEMOTI_BOX_MONSNO
Effect
Returns the Pokedex Number of the selected Pokémon.
Often used with the _POKELIST_GET_RESULT and _POKELIST_SET_PROC commands.
Syntax
_TEMOTI_BOX_MONSNO(index, box_index, result)
| Argument | Description | Types | Required |
|---|---|---|---|
| index | The position that the selected Pokémon is in the box. | Work, Int | Required |
| box_index | The box that the selected Pokémon is in (party is -1) | Work, Int | Required |
| result | The Pokedex Number of the selected Pokémon | Work | Required |
Example
; Example 1
_LDVAL(@LOCALWORK1, 0)
_LDVAL(@LOCALWORK2, -1)
_TEMOTI_BOX_MONSNO(@LOCALWORK1, @LOCALWORK2, @SCWK_ANSWER)
; Example 2
_LDVAL(@LOCALWORK1, 1)
_LDVAL(@LOCALWORK2, -1)
_TEMOTI_BOX_MONSNO(@LOCALWORK1, @LOCALWORK2, @SCWK_ANSWER)
For example sake, imagine you have a party with a Bulbasaur in the lead, with Charmander and Squirtle in the 2nd and 3rd slot respectively.
This script loads @LOCALWORK1 as 0, and @LOCALWORK2 as -1 into memory. _TEMOTI_BOX_MONSNO will now check the first Pokémon (0-indexed values) in the party (-1 is the party, everything above that is a box) and load the monsNo of that pokemon into @SCWK_ANSWER. In the first example, because the pokemon in the first position is Bulbasaur, @SCWK_ANSWER will be loaded as 1.
The second example script loads @LOCALWORK1 as 1, and @LOCALWORK2 as -1 into memory. _TEMOTI_BOX_MONSNO will now check the second Pokémon in the party and load the monsNo of that pokemon into @SCWK_ANSWER. In the second example, because the second pokemon is Charmander, @SCWK_ANSWER will be 4.