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Celeste Hill Gate & other things
- New Celeste Hill Gate location so the entrance into the location makes more sense. Also took the opportunity to include more lore. This replaces Pokemon Tower 4F. - Fixed a bug that caused the Cat icon to not animate correctly. - Made the infinite Nugget glitch work properly because I was stupid and didn't test it. - Luxwan now uses the Small Bird icon to fit with the rest of the line. - Nidoreign has a new Pokedex entry and classification, centred on the Nido's origins in the Moon Rabbit of Asian mythology.
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commit
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34 changed files with 118 additions and 200 deletions
22
scripts/CelesteHillGate.asm
Normal file
22
scripts/CelesteHillGate.asm
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@ -0,0 +1,22 @@
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CelesteHillGate_Script:
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jp EnableAutoTextBoxDrawing
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CelesteHillGate_TextPointers:
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dw CelesteHillGateText1
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dw CelesteHillGateText2
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dw CelesteHillGateText3
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CelesteHillGateText1:
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text_far _CelesteHillGateText1
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text_end
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CelesteHillGateText2:
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text_far _CelesteHillGateText2
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text_end
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CelesteHillGateText3:
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text_far _CelesteHillGateText3
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text_asm
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ld a, LUXWAN
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call PlayCry
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jp TextScriptEnd
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@ -1,82 +0,0 @@
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PokemonTower4F_Script:
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call EnableAutoTextBoxDrawing
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ld hl, PokemonTower4TrainerHeaders
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ld de, PokemonTower4F_ScriptPointers
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ld a, [wPokemonTower4FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wPokemonTower4FCurScript], a
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ret
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PokemonTower4F_ScriptPointers:
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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PokemonTower4F_TextPointers:
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dw PokemonTower4Text1
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dw PokemonTower4Text2
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dw PokemonTower4Text3
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PokemonTower4TrainerHeaders:
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def_trainers
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PokemonTower4TrainerHeader0:
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trainer EVENT_BEAT_POKEMONTOWER_4_TRAINER_0, 2, PokemonTower4BattleText1, PokemonTower4EndBattleText1, PokemonTower4AfterBattleText1
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PokemonTower4TrainerHeader1:
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trainer EVENT_BEAT_POKEMONTOWER_4_TRAINER_1, 2, PokemonTower4BattleText2, PokemonTower4EndBattleText2, PokemonTower4AfterBattleText2
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PokemonTower4TrainerHeader2:
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trainer EVENT_BEAT_POKEMONTOWER_4_TRAINER_2, 2, PokemonTower4BattleText3, PokemonTower4EndBattleText3, PokemonTower4AfterBattleText3
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db -1 ; end
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PokemonTower4Text1:
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text_asm
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ld hl, PokemonTower4TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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PokemonTower4Text2:
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text_asm
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ld hl, PokemonTower4TrainerHeader1
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call TalkToTrainer
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jp TextScriptEnd
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PokemonTower4Text3:
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text_asm
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ld hl, PokemonTower4TrainerHeader2
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call TalkToTrainer
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jp TextScriptEnd
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PokemonTower4BattleText1:
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text_far _PokemonTower4BattleText1
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text_end
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PokemonTower4EndBattleText1:
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text_far _PokemonTower4EndBattleText1
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text_end
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PokemonTower4AfterBattleText1:
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text_far _PokemonTower4AfterBattleText1
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text_end
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PokemonTower4BattleText2:
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text_far _PokemonTower4BattleText2
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text_end
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PokemonTower4EndBattleText2:
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text_far _PokemonTower4EndBattleText2
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text_end
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PokemonTower4AfterBattleText2:
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text_far _PokemonTower4AfterBattleText2
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text_end
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PokemonTower4BattleText3:
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text_far _PokemonTower4BattleText3
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text_end
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PokemonTower4EndBattleText3:
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text_far _PokemonTower4EndBattleText3
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text_end
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PokemonTower4AfterBattleText3:
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text_far _PokemonTower4AfterBattleText3
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text_end
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@ -22,7 +22,7 @@ Route24_ScriptPointers:
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dw Route24Script4
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Route24Script0:
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CheckEvent EVENT_GOT_NUGGET
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CheckEvent EVENT_BEAT_ROUTE24_ROCKET
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jp nz, CheckFightingMapTrainers
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ld hl, CoordsData_5140e
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call ArePlayerCoordsInArray
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@ -106,9 +106,9 @@ Route24TrainerHeader5:
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; We added the infinite Nugget glitch from FRLG to own the libs
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Route24Text1:
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text_asm
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ResetEvent EVENT_NUGGET_REWARD_AVAILABLE
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;CheckEvent EVENT_GOT_NUGGET
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;jr nz, .got_item
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;ResetEvent EVENT_NUGGET_REWARD_AVAILABLE
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CheckEvent EVENT_BEAT_ROUTE24_ROCKET
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jr nz, .got_item
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ld hl, Route24Text_51510
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call PrintText
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lb bc, NUGGET, 1
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@ -142,7 +142,7 @@ Route24Text1:
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.bag_full
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ld hl, Route24Text_51521
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call PrintText
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SetEvent EVENT_NUGGET_REWARD_AVAILABLE
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; SetEvent EVENT_NUGGET_REWARD_AVAILABLE
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jp TextScriptEnd
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Route24Text_51510:
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