callSetUnitY( udg_Playerhero[ playerslot ], udg_TempY )// puts the pokemon "back to its ball"up to here
set udg_NoPokemon[ playerslot ]=true
set udg_NoPokemonInt[ playerslot ]=10
callSetTextTagPosUnitBJ( udg_NoPokemonText[ playerslot ], udg_Playerhero[ playerslot ],0)// moves dat floating text
callSetTextTagTextBJ( udg_NoPokemonText[ playerslot ],I2S( udg_NoPokemonInt[ playerslot ]),10)// gives text: nopokemonint, converted from into to string