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added backup script to make sure brunswick trail cactus gets hidden
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@ -11,7 +11,8 @@ BrunswickTrail_ScriptPointers:
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dw CheckFightingMapTrainers
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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dw EndTrainerBattle
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dw HideCactus
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BrunswickTrail_TextPointers:
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BrunswickTrail_TextPointers:
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dw FakeTreeEvent
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dw FakeTreeEvent
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dw BrunswickTrainer1
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dw BrunswickTrainer1
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@ -139,7 +140,13 @@ FakeTreeEvent:
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ld hl, CactusTrainerHeader
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ld hl, CactusTrainerHeader
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call TalkToTrainer
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call TalkToTrainer
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jp TextScriptEnd ; I have tried a lot of things and it's not disappearing AAA
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;let's try a separate map script as a backup in case cactormous does not disappear like other static wild pokemon.
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ld a, 3
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ld [wBrunswickTrailCurScript], a
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ld [wCurMapScript], a
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; jp TextScriptEnd ; I have tried a lot of things and it's not disappearing AAA
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;.NoCut
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;.NoCut
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; ld hl, FakeTreeNoCut ; Why do you have to be this way? I scream, for I do not know.
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; ld hl, FakeTreeNoCut ; Why do you have to be this way? I scream, for I do not know.
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; call PrintText
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; call PrintText
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@ -154,6 +161,19 @@ CactusBattleText:
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call PlayCry
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call PlayCry
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call WaitForSoundToFinish
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call WaitForSoundToFinish
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jp TextScriptEnd
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jp TextScriptEnd
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HideCactus:
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;this runs after the cactormous battle to make sure it gets hidden
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ld a, HS_CACTUS
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ld [wMissableObjectIndex], a
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predef HideObject
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call UpdateSprites
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call Delay3
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xor a
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ld [wBrunswickTrailCurScript], a
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ld [wCurMapScript], a
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ret
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GZapFound:
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GZapFound:
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text_asm
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text_asm
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