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WIP Battle Tent Fix
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@ -249,12 +249,17 @@ BattleTent_InitPhase:
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call DisplayTextID
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ld a, $ff
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ld [wJoyIgnore], a
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ld a, [wBTStreakCnt]
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cp 11
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ld a, [wBTStreakCnt] ; 0 = continue, 1 = lost, 2 = exit, FF = initial
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cp 0 ; continue
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jr z, .cont
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cp $FF ; initial
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jr z, .cont
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ld a, 8
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jr .done
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.cont
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ld a, 4
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jr nz, .skip
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ld a, 8 ; TEH URN!
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.skip
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jr .done
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.done
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ld [wBattleTentCurScript], a
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ret
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@ -324,6 +329,19 @@ BattleTent_AfterBattle:
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ld [$ff8c], a
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ld de, BattleTentMovement_3
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call MoveSprite
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ld a, [wBattleResult]
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and a
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jp nz, .skip ; if not zero, we lost / drew
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xor a ; continue battle tent
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ld [wBTStreakCnt], a
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jr .skip2
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.skip
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ld a, 1 ; lost last match
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ld [wBTStreakCnt], a
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ld a, 8
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ld [wBattleTentCurScript], a
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ret
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.skip2
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ld a, 7
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ld [wBattleTentCurScript], a
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ret
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@ -332,22 +350,12 @@ BattleTent_Heal:
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ld a, [wNPCNumScriptedSteps]
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and a
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ret nz
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ld a, [wBattleResult]
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cp 1
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jr nz, .stillTehUrn
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; rip
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ld a, 8
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ld [wBattleTentCurScript], a
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ret
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.stillTehUrn
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ld hl, wBTStreakCnt
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inc [hl]
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ld a, [wBTStreakCnt]
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cp 1 ; lost, dont show healing dialogue
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jr z, .skip
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ld a, 2
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ld [wPlayerMovingDirection], a
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call Delay3
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ld a, [hl]
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cp 11
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jr z, .skip ; No need to heal the party, let's just say that the player wins
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predef HealParty
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ld a, $fc
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ld [wJoyIgnore], a
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@ -560,6 +568,8 @@ BattleTentGuy:
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call BattleTent_LoadTeam
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ld hl, BattleTentLetsGo
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call PrintText
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ld a, $FF ; first battle
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ld [wBTStreakCnt], a
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ld a, 1
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ld [wBattleTentCurScript], a
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jp TextScriptEnd
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@ -570,7 +580,7 @@ BTReward:
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BattleTentGuy_After:
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db $8
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ld a, [wBTStreakCnt]
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cp 11
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cp 2 ; voluntarily exited
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ld hl, BattleTentLost
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jr nz, .skip ; Not Teh Urn BibleThump
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ld a, $03 ; NO REVERTING THIS CODE PIGU IM SICK OF YOU BREAKING IT!
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@ -606,22 +616,9 @@ BattleTentGuy_After:
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BattleTentGuy2:
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db $8
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ld a, [wBTStreakCnt] ; The streak counter is still used for message continuity.
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and a
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; Old System
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; ld hl, BattleTentGuy2_Streak
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; jr nz, .skip
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; inc a
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; ld [wBTStreakCnt], a
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; ld hl, BattleTentGuy2_Init
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; jr .skip2
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;.skip
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; cp 11
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; jr nz, .skip2
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; New System
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cp $FF ; very first initial battle
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jr z, .init
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ld hl, BattleTentGuy2_Streak ; The message has been changed appropriately down below.
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jr z, .skip2
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xor a ; The D-Pad is locked at this point, so blank out wJoyIgnore to allow manual option selection.
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ld [wJoyIgnore], a
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ld hl, BattleTentGuy2_Continue ; Continue prompt.
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@ -630,18 +627,15 @@ BattleTentGuy2:
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .refused ; If 0, move to refused.
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.cont
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.init
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ld hl, BattleTentGuy2_Init ; Load the next battle.
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; fallthrough
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.skip2 ; This handles BattleTentGuy2_Streak and BattleTentGuy2_Init at once.
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call PrintText
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jr .done
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.refused
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ld hl, BattleTentGuy2_Win
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call PrintText
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ld a, 9 ; Load BattleTent_PlayerWalkBack, which takes it from here.
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ld [wBattleTentCurScript], a ; For some reason, this isn't working properly, even if jp'd.
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; fallthrough
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ld a, 2 ; 2 = quit
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ld [wBTStreakCnt], a
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.done
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jp TextScriptEnd
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