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Groundwork for new Vermilion Pass system
Alright so this is the start of producing a new and improved pass system - one that actually works. Long story short: Now there are three dock entrances. One for the S.S. Anne, one for Citrine City, and one for Faraway Island. I don't like it, but the old system literally just would not work, and with the time span in mind, I just want to use this instead. Here's how it works; - Usual S.S. Anne trigger is used, but with a new coordinate range. - When triggered, check the coordinates the player is in; if it's not the usual S.S. Anne one, they're getting kicked to a new script. - Use that to flag the player as usual. Glitches: - Triggering these multiple times causes strange jank, including crashes. I have the player forced into the new maps for now, but even going back can cause issues. I don't understand it. - Citrine City's warp just...doesn't work, presumably due to a warp limit. However, after chopping off the warps so there's one each, it still happens. These glitches need fixing before KEP can launch.
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@ -163,12 +163,11 @@ _VermillionCityCitrinePass::
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text "<PLAYER> flashed"
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line "the CITRINE PASS!"
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para "Ah! You must be"
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line "pretty strong to"
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cont "have this PASS!"
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para "Crikey!"
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para "Come on, come"
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line "on!"
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para "Right this way!"
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line "I can't believe"
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cont "it..."
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done
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_VermillionCityHarborRefuse::
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