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Sevii Region groundwork
This adds the baseline infrastructure to account for the Sevii Islands, while also fixing a couple of bugs. Zeta, please read the commit carefully! Only real issue I noticed was that scrolling on the town map is infinite in all three new regions, implying there's something in `pokegear.asm` I haven't accounted for. I've also ret'd the ezchat order and gen1 orders out of existence to reduce the sheer amount of 8-bit warnings. This abolishes gen1 compatibility (though this was already a bit fucked) in exchange for actually being able to debug things in a reasonable timeframe.
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data/wild/sevii_water.asm
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data/wild/sevii_water.asm
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; Sevii Pokémon in grass
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; General philosophies:
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; - Alolan Pokemon will be encounterable, as the Sevii Islands are a tropical area.
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; - It's still Kanto, so we will feature more Kanto than Johto Pokemon. Basically, this will use the "classic Johto" philosophy of hiding them in the back.
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; - Minimal, if any, Nihon Pokemon.
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SeviiWaterWildMons:
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def_water_wildmons KINDLE_ROAD
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db 4 percent ; encounter rates: morn/day/nite
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dbw 30, GRENMAR ; Water/Fire, y'know, it's kinda cute
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dbw 31, SEADRA
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dbw 30, GYARADOS
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end_water_wildmons
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db -1 ; end
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