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Mystery Box bugfixes and improvements
- Meltan is now loaded in engine/battle/wild_encounters.asm, allowing its level to be fixed at 5 and avoiding various glitches. This also fixed the "running from Meltan ends the Mystery Box game" bug. - Candy Jar now gives a message when it's full, more transparent to the player. - Fixed a bug where the increment text wouldn't load properly, it was very silly.
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@ -328,3 +328,8 @@ _TradeCenterText1::
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_ColosseumText1::
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text "!"
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done
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_MeltanFullJar::
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text "The CANDY JAR"
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line "is full!"
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prompt
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@ -854,16 +854,16 @@ FaintEnemyPokemon:
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; Increment the Candy Jar count.
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ld a, [wCandyJarCount] ; Grab the jar.
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cp 40 ; Do we have 40?
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jr z, .skip ; If yes, no more candies.
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jr z, .skipFilling1 ; If yes, no more candies.
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inc a ; Increment candy count.
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ld [wCandyJarCount], a ; Store candy count.
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; For engine\overworld\clear_variables.asm
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; Needed so the Mystery Box effect isn't cleared upon leaving battle.
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ld a, $01
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ld [wDontSwitchOffMysteryBoxYet], a
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ld hl, _MeltanIncrement ; Load text to show it's going up.
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.skipFilling1
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ld hl, MeltanFullJar ; Special message for when the jar is full
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cp 40
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jr z, .skipFilling2
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ld hl, MeltanIncrement ; Load text to show it's going up.
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.skipFilling2
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call PrintText ; Yep text.
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call PrintEmptyString ; vs text likes this.
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.skip
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@ -6262,29 +6262,8 @@ LoadEnemyMonData:
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cp LINK_STATE_BATTLING
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jp z, LoadEnemyMonFromParty
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; Mystery Box functionality.
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; First, we need to check if it's a trainer battle, or everyone will use Meltan.
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ld a, [wIsInBattle]
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cp $2 ; is it a trainer battle?
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jr z, .skip ; If so, skip.
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; Upon initiating a battle, if not a trainer battle, check if the Mystery Box has been activated.
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; ~50% of the time, Meltan will replace what you encounter.
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ld a, [wMysteryBoxActive] ; Load the box.
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cp $01 ; Check if it's active.
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jr nz, .skip ; If not, load a normal Pokemon. I know this looks sort of weird, it's just how it panned out.
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; This didn't work for some reason. It seems unnecessary, anyway...
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;call Random
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;and a
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;cp 128 ; Compare Random (a) with 128 (b).
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;jr z, .cont ; If not within range, normal Pokemon appears. 50% chance.
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ld a, MELTAN ; Meltan is loaded...
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ld [wEnemyMonSpecies2], a ; Here!
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ld [wcf91], a
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.skip ; Standard loading.
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; New Meltan encounter code in engine/battle/wild_encounters.asm
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; It's way less buggy and just works better
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ld a, [wEnemyMonSpecies2]
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ld [wEnemyMonSpecies], a
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ld [wd0b5], a
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@ -7268,4 +7247,12 @@ VermilionBeautyCheck:
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inc a ; Increment it...
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ld [wBeautyCounter], a ; and get the FUCK out of my office!!!
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.skipCounting
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ret
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ret
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MeltanIncrement:
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text_far _MeltanIncrement
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text_end
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MeltanFullJar:
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text_far _MeltanFullJar
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text_end
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@ -20,7 +20,7 @@ TryDoWildEncounter:
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and a
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jr z, .next
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dec a
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jr z, .lastRepelStep
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jp z, .lastRepelStep
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ld [wRepelRemainingSteps], a
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.next
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; determine if wild pokemon can appear in the half-block we're standing in
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@ -53,10 +53,10 @@ TryDoWildEncounter:
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; ...as long as it's not Viridian Forest or Safari Zone.
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ld a, [wCurMap]
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cp FIRST_INDOOR_MAP ; is this an indoor map?
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jr c, .CantEncounter2
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jp c, .CantEncounter2
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ld a, [wCurMapTileset]
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cp FOREST ; Viridian Forest/Safari Zone
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jr z, .CantEncounter2
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jp z, .CantEncounter2
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ld a, [wGrassRate]
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.CanEncounter
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; compare encounter chance with a random number to determine if there will be an encounter
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@ -84,6 +84,13 @@ TryDoWildEncounter:
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; since the bottom right tile of a "left shore" half-block is $14 but the bottom left tile is not,
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; "left shore" half-blocks (such as the one in the east coast of Cinnabar) load grass encounters.
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.gotWildEncounterType
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; Meltan functionality.
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; This used to be in engine/battle/core.asm.
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; However, it was a bit buggy as the implementation was forced.
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; So instead, we do this:
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ld a, [wMysteryBoxActive] ; Load the box.
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cp $01 ; Check if it's active.
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jr z, .meltanEncounter ; If so, skip this.
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ld b, 0
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add hl, bc
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ld a, [hli]
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@ -99,6 +106,25 @@ TryDoWildEncounter:
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ld a, [wCurEnemyLVL]
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cp b
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jr c, .CantEncounter2 ; repel prevents encounters if the leading party mon's level is higher than the wild mon
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jp .willEncounter
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.meltanEncounter ; needed this function as otherwise we really mess up regular processing for no reason
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ld a, $01
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ld [wDontSwitchOffMysteryBoxYet], a ; Using this variable here accounts for running from Meltan.
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ld b, 0
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add hl, bc
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ld a, 5
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ld [wCurEnemyLVL], a
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ld a, MELTAN
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ld [wcf91], a
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ld [wEnemyMonSpecies2], a
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ld a, [wRepelRemainingSteps]
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and a
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jr z, .willEncounter
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ld a, [wPartyMon1Level]
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ld b, a
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ld a, [wCurEnemyLVL]
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cp b
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jr c, .CantEncounter2
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jr .willEncounter
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.lastRepelStep
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ld [wRepelRemainingSteps], a
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