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Silph Gauntlet reset-on-victory
This functionally turns the Silph Gauntlet into a battle tower of sorts. I did notice some weirdness post-event-reset so definitely do some tests. It should be fine, though.
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7 changed files with 12 additions and 7 deletions
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@ -9,6 +9,7 @@ SilphCo1F_ScriptPointers:
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dw SilphCo1FScript1
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SilphCo1FScript0:
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ResetEvent EVENT_BEAT_CHIEF ; Used so you can rematch Chief and later the gauntlet, without him being reset alongside everything else. An absolutely tragic way to fix a bug, but it works. If you enter his room, you have to fight him, so this all works under the hood without infringing on design.
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ld b, SILPHLETTER
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call IsItemInBag
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ret nz
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@ -71,7 +71,7 @@ ChiefScript3:
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xor a
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ld [wIsTrainerBattle], a
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call UpdateSprites
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SetEvent EVENT_BEAT_CHIEF
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SetEvent EVENT_BEAT_CHIEF ; Ensures Chief cannot be rematched in the room.
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ld a, $f0
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ld [wJoyIgnore], a
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ld a, $1
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@ -95,7 +95,7 @@ ChiefScript4:
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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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; ResetEventRange SILPH_GAUNTLET_EVENTS_START, SILPH_GAUNTLET_EVENTS_END, 1 ; I want this to reset the trainers so you can refight them, but I'm very unsure how this works...
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ResetEventRange SILPH_GAUNTLET_EVENTS_START, SILPH_GAUNTLET_EVENTS_END, 1
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ld a, $0
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ld [wSilphGauntlet7FCurScript], a
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