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Item problem

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something like this i suppose?
  • Melee Initialization
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Pokemon_ball
    • Actions
      • Set Catched_pokemon = (Target unit of ability being cast)
      • Hashtable - Save Handle OfCatched_pokemon as 1 of (Key (Item being manipulated)) in Hashtable
 
What if you used ability event instead so that your unit variable works.
(E)Unit: Unit begins csting ability
(C)Ability = to Item dummy ability
(X)set Catched_Poke target unit of ability being cast
(X)custom script: set udg_Catched_PokeInteger = GetHandleId(udg_Catched_Poke)
(X)hashtable - Save Handle OfCatched_Pokemon as target of target of Catched_PokeInteger in Hashtable

The custom script line saves an integer to the catched unit I think this could help you.
(X) = Actions
(C) = Conditions
(E) = Event
 
i was working on one.. you could use indexing systems, then just index the item of the pokeball used to the index of the unit captured. if you want, i could send you my 5% finished pokemon map, i just got lazy. haha. it only has the capture and release.. though the release doesn't check conditions like "if i had already released a pokemon" etc..
 
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