Fighting Dojo fix

Admittedly very very comical.

Moves the normal processing checks down to where the normal processing actually happens.
This commit is contained in:
Llinos Evans 2023-12-24 18:21:21 +00:00
parent 6678af8722
commit 39b1340dda

View file

@ -109,14 +109,7 @@ FightingDojoText1: ; gym scaling can be removed to make space
text_asm
CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
jp z, .normalProcessing
CheckEvent EVENT_GOT_HITMON ; failsafe
jp nz, .continue2
CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
jp nz, .continue1
CheckEventReuseA EVENT_BEAT_KARATE_MASTER
jp nz, .continue2
.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
ld hl, KoichiRematchPreBattleText
ld hl, KoichiRematchPreBattleText ; Rematch functionality. Just loads pre-battle text and his trainer.
call PrintText
ld c, BANK(Music_MeetMaleTrainer)
ld a, MUSIC_MEET_MALE_TRAINER
@ -139,6 +132,12 @@ FightingDojoText1: ; gym scaling can be removed to make space
ld [wGymLeaderNo], a
jr .asm_9dba4
.normalProcessing
CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
jp nz, .continue1
CheckEventReuseA EVENT_BEAT_KARATE_MASTER
jp nz, .continue2
CheckEvent EVENT_GOT_HITMON ; failsafe
jp nz, .continue2
ld hl, FightingDojoText_5ce8e
call PrintText
ld hl, wd72d