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Gym Scaling proof of concept
pokecrystal requires a very different approach to gym scaling. This is based on the phone code. Could absolutely be revised in a myriad of ways.
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@ -30,6 +30,9 @@ DEF NUM_NONTRAINER_PHONECONTACTS EQU const_value - 1
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DEF KRIS EQU __trainer_class__
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DEF KRIS EQU __trainer_class__
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trainerclass FALKNER ; 1
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trainerclass FALKNER ; 1
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const FALKNER1
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const FALKNER1
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const FALKNER2
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const FALKNER3
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const FALKNER4
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trainerclass WHITNEY ; 2
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trainerclass WHITNEY ; 2
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const WHITNEY1
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const WHITNEY1
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@ -13,11 +13,56 @@ FalknerGroup:
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next_list_item ; FALKNER (1)
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next_list_item ; FALKNER (1)
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db "FALKNER@", TRAINERTYPE_MOVES
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db "FALKNER@", TRAINERTYPE_MOVES
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db 7
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db 7
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dw PIDGEY
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dw HOOTHOOT
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dw TACKLE, MUD_SLAP, NO_MOVE, NO_MOVE
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dw TACKLE, GROWL, FORESIGHT, NO_MOVE
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db 9
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db 9
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dw PIDGEOTTO
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dw PIDGEOTTO
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dw TACKLE, MUD_SLAP, GUST, NO_MOVE
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dw TACKLE, SAND_ATTACK, GUST, MUD_SLAP
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db -1 ; end
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next_list_item ; FALKNER (2)
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db "FALKNER@", TRAINERTYPE_MOVES
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db 14
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dw HOOTHOOT
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dw TACKLE, PECK, FORESIGHT, MUD_SLAP
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db 14
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dw SPEAROW
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dw PECK, MUD_SLAP, LEER, FURY_ATTACK
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db 18
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dw PIDGEOTTO
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dw SWIFT, SAND_ATTACK, GUST, MUD_SLAP
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db -1 ; end
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next_list_item ; FALKNER (3)
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db "FALKNER@", TRAINERTYPE_MOVES
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db 18
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dw HOOTHOOT
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dw TACKLE, PECK, HYPNOSIS, MUD_SLAP
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db 18
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dw SPEAROW
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dw PECK, MUD_SLAP, LEER, FURY_ATTACK
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db 19
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dw MURKROW
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dw PECK, PURSUIT, HAZE, MUD_SLAP
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db 21
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dw PIDGEOTTO
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dw SWIFT, SAND_ATTACK, GUST, MUD_SLAP
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db -1 ; end
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next_list_item ; FALKNER (4)
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db "FALKNER@", TRAINERTYPE_MOVES
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db 21
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dw NOCTOWL
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dw TACKLE, PECK, HYPNOSIS, MUD_SLAP
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db 21
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dw FEAROW
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dw PECK, MUD_SLAP, LEER, FURY_ATTACK
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db 22
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dw MURKROW
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dw PECK, PURSUIT, HAZE, MUD_SLAP
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db 24
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dw PIDGEOTTO
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dw SWIFT, SAND_ATTACK, GUST, MUD_SLAP
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db -1 ; end
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db -1 ; end
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end_list_items
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end_list_items
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@ -28,6 +73,9 @@ WhitneyGroup:
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db 18
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db 18
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dw CLEFAIRY
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dw CLEFAIRY
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dw DOUBLESLAP, MIMIC, ENCORE, METRONOME
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dw DOUBLESLAP, MIMIC, ENCORE, METRONOME
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db 18
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dw SNUBBULL
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dw TACKLE, TAIL_WHIP, CHARM, BITE ; It learns Scary Face, but I don't think Whitney would like it, and it does need Tackle...
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db 20
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db 20
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dw MILTANK
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dw MILTANK
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dw ROLLOUT, ATTRACT, STOMP, MILK_DRINK
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dw ROLLOUT, ATTRACT, STOMP, MILK_DRINK
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@ -39,11 +87,11 @@ BugsyGroup:
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next_list_item ; BUGSY (1)
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next_list_item ; BUGSY (1)
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db "BUGSY@", TRAINERTYPE_MOVES
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db "BUGSY@", TRAINERTYPE_MOVES
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db 14
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db 14
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dw METAPOD
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dw METAPOD ; I think keeping this is important considering what Bugsy is doing - researching move retention
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dw TACKLE, STRING_SHOT, HARDEN, NO_MOVE
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dw TACKLE, STRING_SHOT, HARDEN, NO_MOVE
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db 14
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db 14
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dw KAKUNA
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dw YANMA
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dw POISON_STING, STRING_SHOT, HARDEN, NO_MOVE
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dw LEECH_LIFE, FORESIGHT, QUICK_ATTACK, DOUBLE_TEAM
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db 16
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db 16
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dw SCYTHER
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dw SCYTHER
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dw QUICK_ATTACK, LEER, FURY_CUTTER, NO_MOVE
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dw QUICK_ATTACK, LEER, FURY_CUTTER, NO_MOVE
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@ -18,8 +18,26 @@ VioletGymFalknerScript:
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waitbutton
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waitbutton
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closetext
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closetext
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winlosstext FalknerWinLossText, 0
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winlosstext FalknerWinLossText, 0
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; Gym Scaling code
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; This is incredibly inefficient, but so is the phone code that does a similar thing, so...cope. Seethe. Mald. Sue me.
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; Also, this code has a flaw in that it presumes you went through the default gym order...
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loadtrainer FALKNER, FALKNER2
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checkflag EVENT_BEAT_BUGSY
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iftrue .okyoucanloadnow
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loadtrainer FALKNER, FALKNER3
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checkflag EVENT_BEAT_WHITNEY
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iftrue .okyoucanloadnow
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loadtrainer FALKNER, FALKNER4
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checkflag EVENT_BEAT_MORTY
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iftrue .okyoucanloadnow
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; If nothing else has been beaten, then Falkner hasn't been fought before, so we can load this now. It's slow, though.
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loadtrainer FALKNER, FALKNER1
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loadtrainer FALKNER, FALKNER1
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startbattle
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.okyoucanloadnow
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startbattle ; Now start the battle.
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reloadmapafterbattle
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reloadmapafterbattle
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setevent EVENT_BEAT_FALKNER
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setevent EVENT_BEAT_FALKNER
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opentext
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opentext
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