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Finish Chief, bug fixes
This finishes Chief's event, with all the necessary components for the post-game Mewtwo fight sorted as well. I added an event the Master Ball sets for modular monologue text, for improved immersion. I have also fixed some bugs; - Fixed the oft-reported walking in trees bug in the Forest tileset. - Fixed the Oak's lab computer issue by just...removing the computer. I made the map symmetrical instead, feels a lot better to look at, at least for me. I think it was meant to have an event on it or something, but I couldn't find anything, felt like I was being gaslit. - Hopefully fixed the issue with the border blocks going weird after saving and resetting, by making the tileset directly point to the gym one, which Oak is meant to use. I am not sure how that glitch happened for ViWalls. - Fixed the Viridian Pre-Gym text scrolling issue. I still cannot replicate the crash bugs that some people have been experiencing and don't see anything that could be causing it. I also changed Trampel in Victory Road to Steelix, as mentioned by Gogocrafter.
This commit is contained in:
parent
5cf0a7930e
commit
47f2683d85
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@ -14,7 +14,8 @@
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const EVENT_BEAT_OAK_ONCE
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const EVENT_BEAT_OAK_ONCE
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const EVENT_BEAT_JACKY
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const EVENT_BEAT_JACKY
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const EVENT_GOT_MANSION_GIFT
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const EVENT_GOT_MANSION_GIFT
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const_skip 11
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const EVENT_USED_MASTER_BALL ; Used to determine Chief's dialogue in the end-game.
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const_skip 10
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const EVENT_GOT_TOWN_MAP
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const EVENT_GOT_TOWN_MAP
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const EVENT_ENTERED_BLUES_HOUSE
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const EVENT_ENTERED_BLUES_HOUSE
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const EVENT_DAISY_WALKING
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const EVENT_DAISY_WALKING
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@ -1,2 +1,2 @@
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map_header OaksLab, OAKS_LAB, DOJO, 0
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map_header OaksLab, OAKS_LAB, GYM, 0
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end_map_header
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end_map_header
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@ -3,8 +3,8 @@ RedsHouse2F_Object:
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def_warp_events
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def_warp_events
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warp_event 7, 1, REDS_HOUSE_1F, 3
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warp_event 7, 1, REDS_HOUSE_1F, 3
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;warp_event 5, 1, SILPH_GAUNTLET_7F, 1 ; - Test Chief
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warp_event 5, 1, SILPH_GAUNTLET_7F, 1 ; - Test Chief
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warp_event 5, 1, SILPH_CO_11F, 2 ; - Test J&J, Omega, & Giovanni. To test the Omega refight, change to SHOW in hide/show data, and set warp ID to 1.
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;warp_event 5, 1, SILPH_CO_11F, 2 ; - Test J&J, Omega, & Giovanni. To test the Omega refight, change to SHOW in hide/show data, and set warp ID to 1.
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;warp_event 5, 1, ROCKET_HIDEOUT_B4F, 2 ; - Test Giovanni 1
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;warp_event 5, 1, ROCKET_HIDEOUT_B4F, 2 ; - Test Giovanni 1
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;warp_event 5, 1, MT_MOON_SQUARE, 1 ; - Test Shop, NPCs, and Crater
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;warp_event 5, 1, MT_MOON_SQUARE, 1 ; - Test Shop, NPCs, and Crater
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;warp_event 5, 1, CELESTE_HILL, 1 ; - Test GMolt
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;warp_event 5, 1, CELESTE_HILL, 1 ; - Test GMolt
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@ -10,6 +10,7 @@ SaffronCity_Object:
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warp_event 18, 21, SILPH_CO_1F, 1
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warp_event 18, 21, SILPH_CO_1F, 1
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warp_event 9, 29, SAFFRON_POKECENTER, 1
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warp_event 9, 29, SAFFRON_POKECENTER, 1
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warp_event 29, 29, MR_PSYCHICS_HOUSE, 1
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warp_event 29, 29, MR_PSYCHICS_HOUSE, 1
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warp_event 18, 22, SILPH_GAUNTLET_7F, 1 ; Not actually usable. Used as a target for the warp in the gauntlet.
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def_bg_events
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def_bg_events
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bg_event 17, 5, 16 ; SaffronCityText16
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bg_event 17, 5, 16 ; SaffronCityText16
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@ -2,9 +2,12 @@ SilphGauntlet7F_Object:
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db $d ; border block
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db $d ; border block
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def_warp_events
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def_warp_events
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warp_event 5, 6, SAFFRON_CITY, 1
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warp_event 5, 6, SAFFRON_CITY, 9
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def_bg_events
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def_bg_events
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bg_event 2, 2, 2 ; Chief's PC
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bg_event 2, 0, 3 ; Chief's first painting
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bg_event 8, 0, 4 ; Chief's second painting
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def_object_events
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def_object_events
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object_event 5, 1, SPRITE_SILPH_PRESIDENT, STAY, DOWN, 1 ; person
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object_event 5, 1, SPRITE_SILPH_PRESIDENT, STAY, DOWN, 1 ; person
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@ -24,7 +24,7 @@ Gym_Coll::
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coll_tiles $11, $16, $19, $2b, $3c, $3d, $3f, $4a, $4c, $4d, $03
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coll_tiles $11, $16, $19, $2b, $3c, $3d, $3f, $4a, $4c, $4d, $03
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Forest_Coll::
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Forest_Coll::
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coll_tiles $1e, $20, $2e, $30, $34, $37, $39, $3a, $40, $51, $52, $5a, $5c, $5e, $5f, $00, $30
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coll_tiles $1e, $20, $2e, $30, $34, $37, $39, $3a, $40, $51, $52, $5a, $5c, $5e, $5f, $30
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House_Coll::
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House_Coll::
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coll_tiles $01, $12, $14, $28, $32, $37, $44, $54, $5c
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coll_tiles $01, $12, $14, $28, $32, $37, $44, $54, $5c
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@ -1,7 +1,7 @@
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VictoryRoad1FWildMons:
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VictoryRoad1FWildMons:
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def_grass_wildmons 15 ; encounter rate
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def_grass_wildmons 15 ; encounter rate
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db 34, MACHOKE
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db 34, MACHOKE
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db 36, RHYDON
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db 36, STEELIX
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db 32, GOLBAT
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db 32, GOLBAT
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db 36, SANDSLASH
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db 36, SANDSLASH
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db 39, SANDSLASH
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db 39, SANDSLASH
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@ -1,7 +1,7 @@
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VictoryRoad2FWildMons:
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VictoryRoad2FWildMons:
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def_grass_wildmons 10 ; encounter rate
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def_grass_wildmons 10 ; encounter rate
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db 32, MACHOKE
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db 32, MACHOKE
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db 34, TRAMPEL
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db 34, STEELIX
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db 36, GOLBAT
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db 36, GOLBAT
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db 36, SANDSLASH
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db 36, SANDSLASH
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db 39, SANDSLASH
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db 39, SANDSLASH
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@ -1,7 +1,7 @@
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VictoryRoad3FWildMons:
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VictoryRoad3FWildMons:
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def_grass_wildmons 15 ; encounter rate
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def_grass_wildmons 15 ; encounter rate
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db 34, MACHOKE
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db 34, MACHOKE
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db 36, TRAMPEL
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db 36, STEELIX
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db 32, GOLBAT
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db 32, GOLBAT
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db 42, SANDSLASH
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db 42, SANDSLASH
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db 40, VENOMOTH
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db 40, VENOMOTH
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@ -172,7 +172,16 @@ ItemUseBall:
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and a
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and a
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jp z, ItemUseNotTime
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jp z, ItemUseNotTime
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; By this point, the Master Ball is possible to use.
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; This changes Chief's dialogue in the end-game.
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ld hl, wcf91 ; Get item ID
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ld a, [hl] ; Ayup
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cp MASTER_BALL ; Is it the Master Ball fam?
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jr nz, .masterBallSkip ; Aye?
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SetEvent EVENT_USED_MASTER_BALL ; Aye.
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; Balls can't catch trainers' Pokémon.
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; Balls can't catch trainers' Pokémon.
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.masterBallSkip ; Get kicked over here if it's not.
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dec a
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dec a
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jp nz, ThrowBallAtTrainerMon
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jp nz, ThrowBallAtTrainerMon
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Binary file not shown.
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@ -1 +1 @@
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ehhghhhkijijmnmnhhhhhh
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hhhghhhijijmnmnhhhhhh
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@ -13,16 +13,22 @@ ResetChiefScript:
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ret
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ret
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SilphGauntlet7F_ScriptPointers:
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SilphGauntlet7F_ScriptPointers:
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;dw ChiefScript0
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dw ChiefScript1
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dw ChiefScript1
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dw ChiefScript2
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dw ChiefScript2
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dw ChiefScript3
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dw ChiefScript3
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dw ChiefScript10
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dw ChiefScript4
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ChiefScript0: ; this is used in the champion script but it doesn't seem to be needed here.
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ret
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ChiefScript1:
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ChiefScript1:
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CheckEvent EVENT_BEAT_CHIEF
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jr nz, .skip
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ld a, PLAYER_DIR_UP
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ld [wPlayerMovingDirection], a
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call UpdateSprites
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jr MovePlayerToChief
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.skip
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ret
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MovePlayerToChief:
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ld a, $ff
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ld a, $ff
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ld [wJoyIgnore], a
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ld [wJoyIgnore], a
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ld hl, wSimulatedJoypadStatesEnd
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ld hl, wSimulatedJoypadStatesEnd
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@ -31,8 +37,9 @@ ChiefScript1:
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dec a
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dec a
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ld [wSimulatedJoypadStatesIndex], a
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ld [wSimulatedJoypadStatesIndex], a
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call StartSimulatingJoypadStates
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call StartSimulatingJoypadStates
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ld a, $2
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ld a, $1
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ld [wSilphGauntlet7FCurScript], a
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ld [wSilphGauntlet7FCurScript], a
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ld [wCurMapScript], a
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ret
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ret
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ChiefEntrance_RLEMovement:
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ChiefEntrance_RLEMovement:
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ret nz
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ret nz
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call Delay3
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call Delay3
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xor a
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xor a
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ld [wJoyIgnore], a
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ld [wJoyIgnore], a
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ld hl, wOptions
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ld hl, wOptions
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res 7, [hl] ; Turn on battle animations like with Blue
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res 7, [hl] ; Turn on battle animations like with Blue
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;ld a, $1
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;ldh [hSpriteIndexOrTextID], a
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;call DisplayTextID
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ld hl, ChiefText1
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ld a, $1
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call PrintText
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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ld a, $2
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ld [wSilphGauntlet7FCurScript], a
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ret
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ret
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ChiefScript3:
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ChiefScript3:
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ld a, $1
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ld a, $1
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ldh [hSpriteIndex], a
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ldh [hSpriteIndex], a
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call SetSpriteMovementBytesToFF
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call SetSpriteMovementBytesToFF
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ld a, $4
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ld a, $3
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ld [wSilphGauntlet7FCurScript], a
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ld [wSilphGauntlet7FCurScript], a
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jp TextScriptEnd
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jp TextScriptEnd
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ChiefScript10:
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ChiefScript4:
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ld a, [wSimulatedJoypadStatesIndex]
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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and a
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ret nz
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ret nz
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xor a
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xor a
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ld [wJoyIgnore], a
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ld [wJoyIgnore], a
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; Grant Mewtwo access
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ld a, HS_CERULEAN_CAVE_GUY
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, $0
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ld a, $0
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ld [wChampionsRoomCurScript], a
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ld [wSilphGauntlet7FCurScript], a
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ret
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ret
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ChiefScript_That_Seems_Needed:
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ChiefScript_That_Seems_Needed:
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SilphGauntlet7F_TextPointers:
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SilphGauntlet7F_TextPointers:
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dw ChiefText1
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dw ChiefText1
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; dw ChiefText2
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dw ChiefPC
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dw ChiefPainting1
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dw ChiefPainting2
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ChiefText1:
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ChiefText1:
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text_asm
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text_asm
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CheckEvent EVENT_BEAT_CHIEF
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CheckEvent EVENT_BEAT_CHIEF ; Check if Chief was beaten
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ld hl, ChiefAfterBattleText
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jr nz, .chiefBeaten ; If Chief has been beaten, skip the trainer loading
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jr z, .printText
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; standard processing
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ld hl, ChiefMonologue
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ld hl, ChiefMonologue
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.printText
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call PrintText
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call PrintText
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ld a, [wSimulatedJoypadStatesEnd] ; ensuring that the text doesn't autoskip.
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and a ; yep, here too.
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call z, WaitForTextScrollButtonPress ; and here.
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call EnableAutoTextBoxDrawing ; and here.
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CheckEvent EVENT_USED_MASTER_BALL ; Check if the Master Ball has been used.
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ld hl, ChiefMonologueMasterBallNotUsed ; Load not used by default.
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jr z, .masterBallSkip ; In which case, we can skip.
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ld hl, ChiefMonologueMasterBallUsed ; If you get here, it's been used.
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.masterBallSkip ; Now if it's been used, fall through to here.
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call PrintText ; Now print the text.
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ld c, BANK(Music_MeetEvilTrainer)
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ld c, BANK(Music_MeetEvilTrainer)
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ld a, MUSIC_MEET_EVIL_TRAINER
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ld a, MUSIC_MEET_EVIL_TRAINER
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ld hl, ChiefDefeatedText
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ld hl, ChiefDefeatedText
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ld de, ChiefVictoryText
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ld de, ChiefVictoryText
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call SaveEndBattleTextPointers
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call SaveEndBattleTextPointers
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jr .done
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.chiefBeaten
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ld hl, ChiefAfterBattleText
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call PrintText
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; fallthrough
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.done
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jp TextScriptEnd
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jp TextScriptEnd
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ChiefMonologue:
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ChiefMonologue:
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text_far _ChiefMonologue
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text_far _ChiefMonologue
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text_end
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text_end
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ChiefMonologueMasterBallUsed:
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text_far _ChiefMonologueMasterBallUsed
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text_end
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ChiefMonologueMasterBallNotUsed:
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text_far _ChiefMonologueMasterBallNotUsed
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text_end
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ChiefDefeatedText:
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ChiefDefeatedText:
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text_far _ChiefDefeatedText
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text_far _ChiefDefeatedText
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text_end
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text_end
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text_far _ChiefAfterBattleText
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text_far _ChiefAfterBattleText
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text_end
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text_end
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ChiefPC:
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text_far _ChiefPCText
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text_end
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ChiefPainting1:
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text_far _ChiefPainting1
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text_end
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ChiefPainting2:
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text_far _ChiefPainting2
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text_end
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; Originally, Chief was going to give you the Candy Jar.
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; But this would relegate Melmetal to the post-game, which feels wrong.
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; Instead, he gives you access to Mewtwo.
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;ChiefText2:
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;ChiefText2:
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; text_asm
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; text_asm
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; CheckEvent EVENT_GOT_CANDY_JAR
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; CheckEvent EVENT_GOT_CANDY_JAR
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;CandyJarNoRoomText:
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;CandyJarNoRoomText:
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; text_far _CandyJarNoRoomText
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; text_far _CandyJarNoRoomText
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; text_end
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; text_end
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; text_end
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@ -16,12 +16,10 @@ _CeladonUniversityInsideText2::
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done
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done
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_CeladonUniversityInsideText3::
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_CeladonUniversityInsideText3::
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text "Tremors keep"
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text "It's a paper"
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line "happening in"
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line "speculating on"
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cont "VICTORY ROAD."
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cont "the idea of a"
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cont "man-made #MON."
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para "WESTWOOD, can you"
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line "meet me at SILPH?"
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done
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done
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@ -58,6 +58,11 @@ _TM46ExplanationText::
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line "It uses powerful"
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line "It uses powerful"
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cont "psychic waves to"
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cont "psychic waves to"
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cont "inflict damage!"
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cont "inflict damage!"
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para "Also..."
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para "I sense a ship has" ; This is the use for the badge now, no?
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line "returned for you."
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done
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done
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_TM46NoRoomText::
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_TM46NoRoomText::
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@ -13,7 +13,7 @@ _ChiefMonologue::
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cont "for the ultimate"
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cont "for the ultimate"
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cont "#MON, aren't"
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cont "#MON, aren't"
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cont "you?"
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cont "you?"
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para "That MASTER"
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para "That MASTER"
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line "BALL... I should"
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line "BALL... I should"
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cont "never have given"
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cont "never have given"
|
||||||
|
@ -22,19 +22,39 @@ _ChiefMonologue::
|
||||||
cont "GIOVANNI gone,"
|
cont "GIOVANNI gone,"
|
||||||
cont "our company is"
|
cont "our company is"
|
||||||
cont "going under!"
|
cont "going under!"
|
||||||
|
prompt
|
||||||
|
|
||||||
para "Now there's only"
|
_ChiefMonologueMasterBallNotUsed::
|
||||||
|
text "Now there's only"
|
||||||
line "one way to catch"
|
line "one way to catch"
|
||||||
cont "MEWTWO, and it's"
|
cont "MEWTWO, and it's"
|
||||||
cont "in your hands!"
|
cont "in your hands!"
|
||||||
|
|
||||||
para "<PLAYER>! Give me"
|
para "<PLAYER>!"
|
||||||
line "that BALL!"
|
|
||||||
|
para "Give me that BALL!"
|
||||||
|
prompt
|
||||||
|
|
||||||
|
_ChiefMonologueMasterBallUsed::
|
||||||
|
text "...what? You used"
|
||||||
|
line "the MASTER BALL?!"
|
||||||
|
|
||||||
|
para "You stupid child!"
|
||||||
|
line "I can't believe"
|
||||||
|
cont "this!"
|
||||||
|
|
||||||
|
para "Argh..."
|
||||||
|
|
||||||
|
para "<PLAYER>!"
|
||||||
|
line "You...you..." ; Trying to emphasise rage. I think this is the best we can get.
|
||||||
|
|
||||||
|
para "You are in for"
|
||||||
|
line "a world of hurt!" ; Like Giovanni, but with a slightly more pompous tone in using "hurt".
|
||||||
prompt
|
prompt
|
||||||
|
|
||||||
_ChiefDefeatedText::
|
_ChiefDefeatedText::
|
||||||
text "CHIEF: No!"
|
text "No! I..."
|
||||||
line "I...I..."
|
line "I..."
|
||||||
prompt
|
prompt
|
||||||
|
|
||||||
_ChiefVictoryText::
|
_ChiefVictoryText::
|
||||||
|
@ -49,8 +69,8 @@ _ChiefAfterBattleText::
|
||||||
cont "GIOVANNI has to"
|
cont "GIOVANNI has to"
|
||||||
cont "be stronger than"
|
cont "be stronger than"
|
||||||
cont "me. No product"
|
cont "me. No product"
|
||||||
cont "I have can"
|
cont "I have is capable"
|
||||||
cont "trounce you."
|
cont "of trouncing you."
|
||||||
|
|
||||||
para "I wanted to make"
|
para "I wanted to make"
|
||||||
line "an ultimate BALL"
|
line "an ultimate BALL"
|
||||||
|
@ -73,3 +93,29 @@ _ChiefAfterBattleText::
|
||||||
|
|
||||||
done
|
done
|
||||||
|
|
||||||
|
_ChiefPCText::
|
||||||
|
text "It's a PC with"
|
||||||
|
line "blueprints for"
|
||||||
|
cont "OMEGA!"
|
||||||
|
|
||||||
|
para "It was meant"
|
||||||
|
line "for..."
|
||||||
|
|
||||||
|
para "The CELADON GAME"
|
||||||
|
line "CORNER?!"
|
||||||
|
done
|
||||||
|
|
||||||
|
_ChiefPainting1::
|
||||||
|
text "It's a painting"
|
||||||
|
line "of an unknown"
|
||||||
|
cont "#MON."
|
||||||
|
|
||||||
|
para "It's small and"
|
||||||
|
line "has large feet."
|
||||||
|
done
|
||||||
|
|
||||||
|
_ChiefPainting2::
|
||||||
|
text "It's a picture"
|
||||||
|
line "of GYAOON, an"
|
||||||
|
cont "extinct #MON!"
|
||||||
|
done
|
||||||
|
|
|
@ -149,7 +149,7 @@ _ViridianPreGymSign3::
|
||||||
line "after battles."
|
line "after battles."
|
||||||
|
|
||||||
para "It can also be"
|
para "It can also be"
|
||||||
cont "cured by swapping"
|
line "cured by swapping"
|
||||||
cont "your #MON during"
|
cont "your #MON during"
|
||||||
cont "the battle!"
|
cont "the battle!"
|
||||||
done
|
done
|
||||||
|
|
Loading…
Reference in a new issue