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.
This commit is contained in:
Llinos Evans 2023-08-19 22:11:12 +01:00
parent fe45fe99c1
commit 72a372dcde
5 changed files with 335 additions and 172 deletions

View file

@ -163,12 +163,11 @@ _VermillionCityCitrinePass::
text "<PLAYER> flashed"
line "the CITRINE PASS!"
para "Ah! You must be"
line "pretty strong to"
cont "have this PASS!"
para "Crikey!"
para "Come on, come"
line "on!"
para "Right this way!"
line "I can't believe"
cont "it..."
done
_VermillionCityHarborRefuse::