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https://github.com/thornAvery/jep-hack.git
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Naming mother restored!
The act of naming your mother was restored by adding a name substitution system to WRAM, thus allowing the Dude to occupy a slot naturally. I believe Red and Blue's names are unused too, but just to be safe, I left them alone. Using this means we can technically have battles that substitute names all the time, so this is really neat. Reworked the first rival encounter scene to have him treat you like an idiot, blurt out what you name your mother, tease you, and piss you off. Arguably flows better than the original and makes more sense. Also, now the mother's name is placed in various spots. Only concern really is seeing the default name in the phone contact. Feel free to change that if you want, but it's hard to place due to situations where the player leaves without talking to her, so take care!
This commit is contained in:
parent
30af5bc815
commit
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11 changed files with 82 additions and 38 deletions
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@ -113,6 +113,15 @@ CherrygroveRivalSceneNorth:
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writetext CherrygroveRivalText_Seen
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waitbutton
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closetext
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; Restoring the mother naming scheme from SW97.
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; Largely achieves the same thing as the original, down to being mocked.
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special NameMom
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opentext
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writetext CherrygroveNameMom2
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waitbutton
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closetext
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checkevent EVENT_GOT_TOTODILE_FROM_ELM
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iftrue .Totodile
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checkevent EVENT_GOT_CHIKORITA_FROM_ELM
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@ -305,11 +314,11 @@ GuideGentMovement6:
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step_end
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CherrygroveCity_RivalWalksToYou:
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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big_step LEFT
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big_step LEFT
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big_step LEFT
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big_step LEFT
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big_step LEFT
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step_end
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CherrygroveCity_RivalPushesYouOutOfTheWay:
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@ -439,11 +448,28 @@ CherrygroveRivalText_Seen:
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para "Don't you get what"
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line "I'm saying?"
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para "Well, I too, have"
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line "a good #MON."
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para "<……> <……> <……>"
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para "Hey. What do you"
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line "call your MOM?"
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done
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para "I'll show you"
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line "what I mean!"
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CherrygroveNameMom2:
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text "Hahaha!"
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para "<MOM>?!"
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para "You really call"
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line "her that?"
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para "Grow up! Pah!"
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para "<……> <……> <……>"
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para "Seems I struck"
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line "a nerve."
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para "Come on, then!"
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done
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RivalCherrygroveWinText:
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@ -289,8 +289,9 @@ HurryUpElmIsWaitingText:
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done
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SoWhatWasProfElmsErrandText:
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text "So, what was PROF."
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line "ELM's errand?"
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text "<MOM>: So, what"
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line "was PROF.ELM's"
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cont "errand?"
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para "…"
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@ -303,7 +304,8 @@ SoWhatWasProfElmsErrandText:
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done
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ImBehindYouText:
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text "<PLAYER>, do it!"
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text "<MOM>: <PLAYER>,"
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line "do it!"
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para "I'm behind you all"
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line "the way!"
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@ -343,7 +345,8 @@ NeighborText:
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done
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PlayersHouse1FStoveText:
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text "Mom's specialty!"
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text "<MOM>'s special-"
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line "ty!"
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para "CINNABAR VOLCANO"
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line "BURGER!"
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@ -351,8 +354,8 @@ PlayersHouse1FStoveText:
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PlayersHouse1FSinkText:
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text "The sink is spot-"
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line "less. Mom likes it"
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cont "clean."
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line "less. <MOM>"
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cont "likes it clean."
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done
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PlayersHouse1FFridgeText:
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@ -50,7 +50,7 @@ Route29Tutorial1:
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follow ROUTE29_COOLTRAINER_M1, PLAYER
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applymovement ROUTE29_COOLTRAINER_M1, DudeMovementData1b
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stopfollow
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loadwildmon RATTATA, 5
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loadwildmon SENTRET, 5
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catchtutorial BATTLETYPE_TUTORIAL
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turnobject ROUTE29_COOLTRAINER_M1, UP
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opentext
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@ -75,7 +75,7 @@ Route29Tutorial2:
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follow ROUTE29_COOLTRAINER_M1, PLAYER
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applymovement ROUTE29_COOLTRAINER_M1, DudeMovementData2b
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stopfollow
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loadwildmon RATTATA, 5
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loadwildmon SENTRET, 5
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catchtutorial BATTLETYPE_TUTORIAL
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turnobject ROUTE29_COOLTRAINER_M1, UP
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opentext
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@ -115,7 +115,7 @@ CatchingTutorialDudeScript:
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yesorno
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iffalse .Declined
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closetext
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loadwildmon RATTATA, 5
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loadwildmon SENTRET, 5
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catchtutorial BATTLETYPE_TUTORIAL
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opentext
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writetext CatchingTutorialDebriefText
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