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https://github.com/thornAvery/kep-hack.git
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Gym Leader Rematches!
This commit adds a large fundamental change to KEP, that being Gym Rematches. This is achieved alongside a rework to the script that makes those post-game-gating NPCs shift around. If you add a new one, just add its constant to the lists you'll see in the Hall of Fame script. It also fixes a few bugs: - Fixed a bug where Cinnabar Gym loaded a fleet of Blaines. This occurred due to the way he is coded at base, and a misunderstanding I had when implementing his scaling. This is now fixed by standardising his gym script instead, while letting the gym trainers still use the old one. - Fixed a bug where the Up-Grade NPC would not appear after beating Silph Co. 11F. However, Giovanni currently seems to have trouble with his text. This floor needs some re-coding anyway, given we need to add Jessie and James to it. And some misc. changes: - Changed the first Moon Stone in Mt. Moon to a Poison Stone for the Nidoking speedrunners - Debug Mode now has a line of code to set up the post-game easily - Changed Surge's initial battle text to Yellow's - Added Sabrina's more accurate LGPE initial battle text, referring to the spoon she bent by accident
This commit is contained in:
parent
5f8250f0d1
commit
749abc67b7
24 changed files with 575 additions and 67 deletions
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@ -103,12 +103,37 @@ CeladonGymTrainerHeader6:
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ErikaText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jr nz, .rematchMode
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CheckEvent EVENT_BEAT_ERIKA
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jr z, .beforeBeat
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CheckEventReuseA EVENT_GOT_TM21
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jr nz, .afterBeat
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call z, CeladonGymReceiveTM21
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call DisableWaitingAfterTextDisplay
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jp .done ; needed due to the rematch script length.
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.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
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ld hl, ErikaRematchPreBattleText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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call PlayMusic
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set 6, [hl]
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set 7, [hl]
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ldh a, [hSpriteIndex]
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ld [wSpriteIndex], a
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ld hl, ErikaRematchDefeatedText
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ld de, ErikaRematchDefeatedText
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call SaveEndBattleTextPointers
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call EngageMapTrainer
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ld a, OPP_ERIKA
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ld [wCurOpponent], a
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ld a, 9
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $4
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ld [wGymLeaderNo], a
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jr .done
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.afterBeat
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ld hl, ErikaPostBattleAdviceText
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@ -303,3 +328,11 @@ CeladonGymEndBattleText8:
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CeladonGymAfterBattleText8:
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text_far _CeladonGymAfterBattleText8
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text_end
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ErikaRematchPreBattleText:
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text_far _ErikaRematchPreBattleText
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text_end
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ErikaRematchDefeatedText:
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text_far _ErikaRematchDefeatedText
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text_end
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@ -89,12 +89,37 @@ CeruleanGymTrainerHeader1:
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MistyText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jr nz, .rematchMode
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CheckEvent EVENT_BEAT_MISTY
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jr z, .beforeBeat
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CheckEventReuseA EVENT_GOT_TM11
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jr nz, .afterBeat
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call z, CeruleanGymReceiveTM11
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call DisableWaitingAfterTextDisplay
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jp .done
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.rematchMode ; Rematch functionality. Just loads pre-battle text and her trainer.
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ld hl, MistyRematchPreBattleText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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call PlayMusic
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set 6, [hl]
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set 7, [hl]
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ldh a, [hSpriteIndex]
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ld [wSpriteIndex], a
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ld hl, MistyRematchDefeatedText
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ld de, MistyRematchDefeatedText
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call SaveEndBattleTextPointers
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call EngageMapTrainer
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ld a, OPP_MISTY
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ld [wCurOpponent], a
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ld a, 9
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $2
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ld [wGymLeaderNo], a
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jr .done
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.afterBeat
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ld hl, TM11ExplanationText
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@ -222,3 +247,11 @@ CeruleanGymGuidePreBattleText:
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CeruleanGymGuidePostBattleText:
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text_far _CeruleanGymGuidePostBattleText
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text_end
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MistyRematchPreBattleText:
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text_far _MistyRematchPreBattleText
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text_end
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MistyRematchDefeatedText:
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text_far _MistyRematchDefeatedText
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text_end
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@ -191,24 +191,7 @@ CinnabarGymScript_758b7:
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ldh a, [hSpriteIndexOrTextID]
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ld [wSpriteIndex], a
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call EngageMapTrainer
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; call InitBattleEnemyParameters ; put this back if you mess up
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; gym scaling spaghetti code begins here - remove initial parameters as we're making our own
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ld a, OPP_BLAINE
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ld [wCurOpponent], a
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ld hl, wObtainedBadges ; Picking the team based on badge count. Need +1 so it loads the right team: remember, you're fighting for the badge! Thanks to Chatot4444 for the help.
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ld b, 1
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call CountSetBits
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ld a, [wNumSetBits]
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inc a
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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;ends here
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call InitBattleEnemyParameters
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ld hl, wd72d
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set 6, [hl]
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set 7, [hl]
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@ -224,15 +207,41 @@ CinnabarGymScript_758b7:
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ld [wCurMapScript], a
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jp TextScriptEnd
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; Blaine's gym script has been standardised for gym scaling purposes.
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BlaineText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jr nz, .rematchMode
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CheckEvent EVENT_BEAT_BLAINE
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jr z, .beforeBeat
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CheckEventReuseA EVENT_GOT_TM38
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jr nz, .afterBeat
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call z, CinnabarGymReceiveTM38
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call DisableWaitingAfterTextDisplay
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jp TextScriptEnd
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jp .done ; needed due to the rematch script length.
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.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
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ld hl, BlaineRematchPreBattleText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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call PlayMusic
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set 6, [hl]
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set 7, [hl]
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ldh a, [hSpriteIndex]
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ld [wSpriteIndex], a
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ld hl, BlaineRematchDefeatedText
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ld de, BlaineRematchDefeatedText
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call SaveEndBattleTextPointers
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call EngageMapTrainer
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ld a, OPP_BLAINE
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ld [wCurOpponent], a
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ld a, 9
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $7
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ld [wGymLeaderNo], a
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jr .done
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.afterBeat
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ld hl, BlainePostBattleAdviceText
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call PrintText
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@ -243,9 +252,37 @@ BlaineText:
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ld hl, ReceivedVolcanoBadgeText
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ld de, ReceivedVolcanoBadgeText
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call SaveEndBattleTextPointers
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ld hl, wd72d
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set 6, [hl]
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set 7, [hl]
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ld a, [wSpriteIndex]
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call EngageMapTrainer
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ld a, OPP_BLAINE
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ld [wCurOpponent], a
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ld hl, wObtainedBadges ; Picking the team based on badge count. Need +1 so it loads the right team: remember, you're fighting for the badge! Thanks to Chatot4444 for the help.
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ld b, 1
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call CountSetBits
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ld a, [wNumSetBits]
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inc a
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $7
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ld [wGymLeaderNo], a
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jp CinnabarGymScript_758b7
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;ends here
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ld a, $3
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ld [wCinnabarGymCurScript], a
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ld [wCurMapScript], a
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jr .done
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.done
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jp TextScriptEnd
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BlainePreBattleText:
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text_far _BlainePreBattleText
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@ -490,3 +527,11 @@ CinnabarGymGuidePreBattleText:
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CinnabarGymGuidePostBattleText:
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text_far _CinnabarGymGuidePostBattleText
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text_end
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BlaineRematchPreBattleText:
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text_far _BlaineRematchPreBattleText
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text_end
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BlaineRematchDefeatedText:
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text_far _BlaineRematchDefeatedText
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text_end
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@ -103,12 +103,37 @@ FuchsiaGymTrainerHeader5:
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KogaText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jr nz, .rematchMode
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CheckEvent EVENT_BEAT_KOGA
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jr z, .beforeBeat
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CheckEventReuseA EVENT_GOT_TM06
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jr nz, .afterBeat
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call z, FuchsiaGymReceiveTM06
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call DisableWaitingAfterTextDisplay
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jp .done ; needed due to the rematch script length.
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.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
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ld hl, KogaRematchPreBattleText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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call PlayMusic
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set 6, [hl]
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set 7, [hl]
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ldh a, [hSpriteIndex]
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ld [wSpriteIndex], a
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ld hl, KogaRematchDefeatedText
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ld de, KogaRematchDefeatedText
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call SaveEndBattleTextPointers
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call EngageMapTrainer
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ld a, OPP_KOGA
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ld [wCurOpponent], a
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ld a, 9
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $5
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ld [wGymLeaderNo], a
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jr .done
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.afterBeat
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ld hl, KogaPostBattleAdviceText
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@ -306,3 +331,12 @@ FuchsiaGymGuidePreBattleText:
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FuchsiaGymGuidePostBattleText:
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text_far _FuchsiaGymGuidePostBattleText
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text_end
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KogaRematchPreBattleText:
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text_far _KogaRematchPreBattleText
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text_end
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KogaRematchDefeatedText:
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text_far _KogaRematchDefeatedText
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text_end
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@ -93,28 +93,10 @@ HallofFameRoomScript1:
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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ld a, $ff
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ld [wJoyIgnore], a ; TODO: Make this less awful. See: Giovanni in Silph
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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, HS_MT_MOON_CRATER_GUARD
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, HS_ROUTE_1_OAK
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ld [wMissableObjectIndex], a
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predef ShowObject
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ld a, HS_BILLS_NIDORINO
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, HS_MANSION_GUARD
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, HS_YUJIROU
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, HS_YUJIROU_REMATCH
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ld [wMissableObjectIndex], a
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predef ShowObject
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ld [wJoyIgnore], a
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call PostGameSetup
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ld a, $2
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ld [wHallOfFameCurScript], a
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ret
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@ -125,3 +107,43 @@ HallOfFame_TextPointers:
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HallofFameRoomText1:
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text_far _HallofFameRoomText1
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text_end
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; Post-Game Functionality
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; This script is adapted from the Silph Co. 11F script that reforms Saffron City.
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; It replaces the Cerulean Cave Guard bit, adapting him into the whole ordeal.
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PostGameSetup:
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SetEvent EVENT_POST_GAME_ATTAINED
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ld hl, ObjectsToHide
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.loop1
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ld a, [hli]
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cp $ff
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jr z, .skip
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push hl
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ld [wMissableObjectIndex], a
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predef HideObject
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pop hl
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jr .loop1
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.skip
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ld hl, ObjectsToShow
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.loop2
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ld a, [hli]
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cp -1
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ret z
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push hl
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ld [wMissableObjectIndex], a
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predef ShowObject
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pop hl
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jr .loop2
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ObjectsToShow:
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db HS_ROUTE_1_OAK ; Oak post-game fight
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db HS_YUJIROU_REMATCH ; Yujirou rematch
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db -1 ; end
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ObjectsToHide:
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db HS_BILLS_NIDORINO ; Bill's Garden access
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db HS_MANSION_GUARD ; Pokemon Mansion basement access
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db HS_MT_MOON_CRATER_GUARD ; Mt. Moon Crater access
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db HS_CERULEAN_CAVE_GUY ; Cerulean Cave access
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db -1 ; end
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@ -95,12 +95,37 @@ PewterGymTrainerHeader0:
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BrockText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jr nz, .rematchMode
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CheckEvent EVENT_BEAT_BROCK
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jr z, .beforeBeat
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CheckEventReuseA EVENT_GOT_TM34
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jr nz, .afterBeat
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call z, PewterGymScriptReceiveTM34
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call DisableWaitingAfterTextDisplay
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jp .done ; needed due to the rematch script length.
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.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
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ld hl, BrockRematchPreBattleText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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call PlayMusic
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set 6, [hl]
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set 7, [hl]
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ldh a, [hSpriteIndex]
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ld [wSpriteIndex], a
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ld hl, BrockRematchDefeatedText
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ld de, BrockRematchDefeatedText
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call SaveEndBattleTextPointers
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call EngageMapTrainer
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ld a, OPP_BROCK
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ld [wCurOpponent], a
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ld a, 9
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $1
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ld [wGymLeaderNo], a
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jr .done
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.afterBeat
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ld hl, BrockPostBattleAdviceText
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@ -238,3 +263,11 @@ PewterGymText_5c524:
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PewterGymGuidePostBattleText:
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text_far _PewterGymGuidePostBattleText
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text_end
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BrockRematchPreBattleText:
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text_far _BrockRematchPreBattleText
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text_end
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BrockRematchDefeatedText:
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text_far _BrockRematchDefeatedText
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text_end
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@ -104,12 +104,37 @@ SaffronGymTrainerHeader6:
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SabrinaText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jr nz, .rematchMode
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CheckEvent EVENT_BEAT_SABRINA
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jr z, .beforeBeat
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CheckEventReuseA EVENT_GOT_TM46
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jr nz, .afterBeat
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call z, SaffronGymReceiveTM46
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call DisableWaitingAfterTextDisplay
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jp .done ; needed due to the rematch script length.
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.rematchMode ; Rematch functionality. Just loads pre-battle text and her trainer.
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ld hl, SabrinaRematchPreBattleText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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call PlayMusic
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set 6, [hl]
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set 7, [hl]
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ldh a, [hSpriteIndex]
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ld [wSpriteIndex], a
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ld hl, SabrinaRematchDefeatedText
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ld de, SabrinaRematchDefeatedText
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call SaveEndBattleTextPointers
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call EngageMapTrainer
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ld a, OPP_SABRINA
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ld [wCurOpponent], a
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ld a, 9
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $6
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ld [wGymLeaderNo], a
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jr .done
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.afterBeat
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ld hl, SabrinaPostBattleAdviceText
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@ -326,3 +351,11 @@ SaffronGymEndBattleText7:
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SaffronGymAfterBattleText7:
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text_far _SaffronGymAfterBattleText7
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text_end
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SabrinaRematchPreBattleText:
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text_far _SabrinaRematchPreBattleText
|
||||
text_end
|
||||
|
||||
SabrinaRematchDefeatedText:
|
||||
text_far _SabrinaRematchDefeatedText
|
||||
text_end
|
||||
|
|
|
|||
|
|
@ -186,6 +186,7 @@ MissableObjectIDs_62194:
|
|||
db HS_SAFFRON_CITY_B
|
||||
db HS_SAFFRON_CITY_C
|
||||
db HS_SAFFRON_CITY_D
|
||||
db HS_SAFFRON_CITY_UP_GRADE
|
||||
db -1 ; end
|
||||
|
||||
MissableObjectIDs_6219b:
|
||||
|
|
@ -198,7 +199,6 @@ MissableObjectIDs_6219b:
|
|||
db HS_SAFFRON_CITY_7
|
||||
db HS_SAFFRON_CITY_E
|
||||
db HS_SAFFRON_CITY_F
|
||||
db HS_SAFFRON_CITY_UP_GRADE
|
||||
db HS_SILPH_CO_3F_1
|
||||
db HS_SILPH_CO_3F_2
|
||||
db HS_SILPH_CO_4F_1
|
||||
|
|
|
|||
|
|
@ -111,12 +111,37 @@ VermilionGymTrainerHeader2:
|
|||
|
||||
LTSurgeText:
|
||||
text_asm
|
||||
CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
|
||||
jr nz, .rematchMode
|
||||
CheckEvent EVENT_BEAT_LT_SURGE
|
||||
jr z, .beforeBeat
|
||||
CheckEventReuseA EVENT_GOT_TM24
|
||||
jr nz, .afterBeat
|
||||
call z, VermilionGymReceiveTM24
|
||||
call DisableWaitingAfterTextDisplay
|
||||
jp .done ; needed due to the rematch script length.
|
||||
.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
|
||||
ld hl, SurgeRematchPreBattleText
|
||||
call PrintText
|
||||
ld c, BANK(Music_MeetMaleTrainer)
|
||||
ld a, MUSIC_MEET_MALE_TRAINER
|
||||
call PlayMusic
|
||||
set 6, [hl]
|
||||
set 7, [hl]
|
||||
ldh a, [hSpriteIndex]
|
||||
ld [wSpriteIndex], a
|
||||
ld hl, SurgeRematchDefeatedText
|
||||
ld de, SurgeRematchDefeatedText
|
||||
call SaveEndBattleTextPointers
|
||||
call EngageMapTrainer
|
||||
ld a, OPP_LT_SURGE
|
||||
ld [wCurOpponent], a
|
||||
ld a, 9
|
||||
ld [wTrainerNo], a
|
||||
ld a, 1
|
||||
ld [wIsTrainerBattle], a
|
||||
ld a, $3
|
||||
ld [wGymLeaderNo], a
|
||||
jr .done
|
||||
.afterBeat
|
||||
ld hl, LTSurgePostBattleAdviceText
|
||||
|
|
@ -263,3 +288,11 @@ VermilionGymGuidePreBattleText:
|
|||
VermilionGymGuidePostBattleText:
|
||||
text_far _VermilionGymGuidePostBattleText
|
||||
text_end
|
||||
|
||||
SurgeRematchPreBattleText:
|
||||
text_far _SurgeRematchPreBattleText
|
||||
text_end
|
||||
|
||||
SurgeRematchDefeatedText:
|
||||
text_far _SurgeRematchDefeatedText
|
||||
text_end
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue