function pokemonreturn takes integer playerslot, integer pkcondition returns nothing
     //if condition is 0 no one cares. If its 1, both players return pkmn.
     //Timer defeat for wild pokemon cannot happen here because endbattle deals with that.
     //Timer defeat for pokemontrainer fights however, is dealt with, here.
     set udg_TempInt3 = playernumberid( udg_Playerhero[ playerslot ] )
     call DisplayTextToForce( GetPlayersAll(), ( "TempInt3 is " + I2S( udg_TempInt3 )) )
     if(( udg_Playerhero[ playerslot ] == udg_PokemonTrainer[ playerslot ] ) and ( pkcondition != 1 )) then  //  Should never get here, even by timer defeat.
          call DisplayTextToForce( GetPlayersAll(), "Map error 8" )
     endif
     if(( udg_ReturnPreventerCondition[ playerslot ] == false ) or ( pkcondition == 1 ) ) then  //  this bool is to prevent retarded/abuse esc spams.
          if( udg_Playerhero[ playerslot ] == udg_PokemonTeam[ udg_Activepokemon[ playerslot ]] ) then
               //Timerdefeat for VersusPlayerslot[playerslot], but playerslot player may also have not an pokemon outside. This is done so it doesnt bug.
               if( udg_HP[ AIslot( playerslot ) ] != 0 ) then  //  detects wild pkmn fight
                    call UnitRemoveAbilityBJ( 'A01R', udg_Playerhero[ playerslot ] )  //  removes catch pokemon skill
               endif
               set udg_TempRect = playeritemrects( playerslot )
               set udg_TempX    = GetRectCenterX( udg_TempRect )
               set udg_TempY    = GetRectCenterY( udg_TempRect )
               call SetUnitX( udg_Playerhero[ playerslot ], udg_TempX )
               call SetUnitY( 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
 
               call SetTextTagPosUnitBJ( udg_NoPokemonText[ playerslot ], udg_Playerhero[ playerslot ], 0 )  //  moves dat floating text
               call SetTextTagTextBJ   ( udg_NoPokemonText[ playerslot ], I2S( udg_NoPokemonInt[ playerslot ] ), 10 )  //  gives text: nopokemonint, converted from into to string
               call ShowTextTagForceBJ ( true, udg_NoPokemonText[ playerslot ], GetPlayersAll() )  //  show floating text, cuz hidden
               // BELOW LIES THE THORN, DESTROYER OF IMAGINARY BEATIFUL WORLDS!(It is safe to put /* here and right after local multiboard.
               //If I display tempint3 here, it returns 24. Then it goes to assign player 24. ggwp
 

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