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https://github.com/thornAvery/kep-hack.git
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Groundwork for James Bottle Caps
Currently, he doesn't deduct a Bottle Cap and he only fills out Attack and Defence. DVs are stored as a 16-bit address, so I need to find a way to make `a` work with it...
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@ -67,8 +67,8 @@ DEF SLP_MASK EQU %111 ; 0-7 turns
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DEF MAX_STAT_VALUE EQU 999
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; trainer dvs, these should be set to 15.
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DEF ATKDEFDV_TRAINER EQU $FF
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DEF SPDSPCDV_TRAINER EQU $FF
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DEF ATKDEFDV_TRAINER EQU $F
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DEF SPDSPCDV_TRAINER EQU $F
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; wPlayerBattleStatus1 or wEnemyBattleStatus1 bit flags
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const_def
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@ -85,7 +85,7 @@ DEF SAFARI_ROCK EQU $16 ; overload
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const LIFT_KEY ; $4A
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const EXP_ALL ; $4B
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const CANDY_JAR ; $4C - was old rod
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const GOOD_ROD ; $4D - replaceable
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const BOTTLE_CAP ; $4D - was good rod
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const SUPER_ROD ; $4E
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const PP_UP ; $4F
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const ETHER ; $50
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@ -76,7 +76,7 @@ KeyItemFlags:
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dbit TRUE ; LIFT_KEY
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dbit FALSE ; EXP_ALL
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dbit FALSE ; was TRUE for OLD_ROD, now CANDY_SACK
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dbit TRUE ; GOOD_ROD
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dbit FALSE ; was GOOD_ROD & TRUE, now BOTTLE_CAP
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dbit TRUE ; SUPER_ROD
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dbit FALSE ; PP_UP
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dbit FALSE ; ETHER
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@ -76,7 +76,7 @@ ItemNames::
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li "LIFT KEY"
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li "EXP.ALL"
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li "CANDY JAR" ; was old rod
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li "GOOD ROD"
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li "BOTTLE CAP"
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li "FISHING ROD"
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li "PP UP"
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li "ETHER"
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@ -76,7 +76,7 @@ ItemPrices::
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bcd3 0 ; LIFT_KEY
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bcd3 0 ; EXP_ALL
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bcd3 0 ; was OLD_ROD, now CANDY_SACK. Plan to be one-of-a-kind, so 0 to discourage sale a la Master Ball.
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bcd3 0 ; GOOD_ROD
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bcd3 5000 ; was GOOD_ROD, now BOTTLE_CAP. Sells for 5000 in SV.
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bcd3 0 ; SUPER_ROD
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bcd3 0 ; PP_UP
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bcd3 0 ; ETHER
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@ -4,6 +4,6 @@ UsableItems_CloseMenu:
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db ITEMFINDER
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db POKE_FLUTE
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;db OLD_ROD no longer exists
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db GOOD_ROD
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;db GOOD_ROD no longer exists
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db SUPER_ROD
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db -1 ; end
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@ -303,9 +303,9 @@ _CandyJarDescription::
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next "odd sweets."
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prompt
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_GoodRodDescription::
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text "A good ROD for"
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next "catching #MON."
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_BottleCapDescription::
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text "Certain people"
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next "collect these!"
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prompt
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_FishingRodDescription::
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@ -157,7 +157,7 @@ DebugItemsList:
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db HM_SURF, 1
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db METAL_COAT, 99
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db BLK_AUGURITE, 99
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db FLOOR_1F
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db BOTTLE_CAP, 99
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db -1 ; end
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DebugUnusedList:
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@ -93,7 +93,7 @@ ItemUsePtrTable:
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dw UnusableItem ; LIFT_KEY
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dw UnusableItem ; EXP_ALL
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dw ItemUseEvoStone ; was OLD_ROD, now CANDY_SACK
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dw ItemUseGoodRod ; GOOD_ROD
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dw UnusableItem ; was GOOD_ROD, now BOTTLE_CAP
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dw ItemUseSuperRod ; SUPER_ROD
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dw ItemUsePPUp ; PP_UP (real one)
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dw ItemUsePPRestore ; ETHER
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@ -1862,40 +1862,41 @@ CoinCaseNumCoinsText:
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text_far _CoinCaseNumCoinsText
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text_end
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ItemUseOldRod:
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call FishingInit
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jp c, ItemUseNotTime
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lb bc, 5, MAGIKARP
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ld a, $1 ; set bite
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jr RodResponse
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; The Rods have been replaced with the Candy Sack and Bottle Cap, respectively.
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;ItemUseOldRod:
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; call FishingInit
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; jp c, ItemUseNotTime
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; lb bc, 5, MAGIKARP
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; ld a, $1 ; set bite
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; jr RodResponse
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ItemUseGoodRod:
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call FishingInit
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jp c, ItemUseNotTime
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.RandomLoop
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call Random
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srl a
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jr c, .SetBite
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and %11
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cp 2
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jr nc, .RandomLoop
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; choose which monster appears
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ld hl, GoodRodMons
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add a
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ld c, a
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ld b, 0
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add hl, bc
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ld b, [hl]
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inc hl
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ld c, [hl]
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and a
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.SetBite
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ld a, 0
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rla
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xor 1
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jr RodResponse
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;ItemUseGoodRod:
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; call FishingInit
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; jp c, ItemUseNotTime
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;.RandomLoop
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; call Random
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; srl a
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; jr c, .SetBite
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; and %11
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; cp 2
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; jr nc, .RandomLoop
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; ; choose which monster appears
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; ld hl, GoodRodMons
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; add a
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; ld c, a
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; ld b, 0
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; add hl, bc
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; ld b, [hl]
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; inc hl
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; ld c, [hl]
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; and a
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;.SetBite
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; ld a, 0
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; rla
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; xor 1
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; jr RodResponse
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INCLUDE "data/wild/good_rod.asm"
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;INCLUDE "data/wild/good_rod.asm"
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ItemUseSuperRod:
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call FishingInit
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@ -166,7 +166,7 @@ ItemDescriptionPointers:
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text_end
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text_far _CandyJarDescription
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text_end
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text_far _GoodRodDescription
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text_far _BottleCapDescription
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text_end
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text_far _FishingRodDescription
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text_end
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@ -32,9 +32,58 @@ MeowthText:
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call WaitForSoundToFinish
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jp TextScriptEnd
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; James serves as our "Mr. Hyper". In the anime, it's revealed he collects Bottle Caps,
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;so I think this is fitting.
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JamesText:
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text_far _JamesText
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text_end
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text_asm
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call SaveScreenTilesToBuffer2 ; It really doesn't need to be done this early, it just helps.
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ld b, BOTTLE_CAP ; Check bag for Bottle Caps. We only need one for this.
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predef GetQuantityOfItemInBag
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ld a, b
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and a
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jr z, .done ; If zero, James just moans as normal.
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ld hl, JamesSeesBottleCap ; Otherwise, he perks up.
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call PrintText
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call YesNoChoice ; Yes/No Prompt
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .refused
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; Proceed from here as if Yes is stated.
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; Here, the menu should pop up and the player picks a Pokemon to juice.
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xor a
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ld [wUpdateSpritesEnabled], a
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ld [wPartyMenuTypeOrMessageID], a
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ld [wMenuItemToSwap], a
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call DisplayPartyMenu
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push af
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call GBPalWhiteOutWithDelay3
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call RestoreScreenTilesAndReloadTilePatterns
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call LoadGBPal
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pop af
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ld hl, JamesDone
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call PrintText
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; DV increasing process.
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ld hl, %11111111; Fill out Attack and Defence
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; This can apparently work with 16-bit but it doesn't do what I want it to...right now.
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;ld b, 0
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;ld c, a
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;add hl, bc
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ld [wPartyMon1DVs], a
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jr .done
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.refused
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ld hl, JamesNo
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call PrintText
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jr .done
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.done
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jp TextScriptEnd
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JessieText1:
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text_far _JessieText1
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@ -103,4 +152,22 @@ JessieAfterBattleText:
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text_far _JessieAfterBattleText
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text_end
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text_end ; unused
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JamesOpen:
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text_far _JamesText
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text_end
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JamesSeesBottleCap:
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text_far _JamesSeesBottleCap
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text_end
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JamesYes:
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text_far _JamesYes
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text_end
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JamesNo:
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text_far _JamesNo
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text_end
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JamesDone:
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text_far _JamesDone
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text_end
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@ -89,3 +89,36 @@ _MartGuySelling::
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text "What can I do"
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line "you for?"
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done
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; James Bottle Cap system.
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; In the anime, he collects Bottle Caps, so it feels better than adding Mr. Hyper.
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_JamesSeesBottleCap::
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text "Hey, is that a"
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line "BOTTLE CAP? I"
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cont "collect these!"
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para "Tell you what..."
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para "You give me that"
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line "BOTTLE CAP, and"
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cont "I'll make your"
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cont "#MON a little"
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cont "stronger!"
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done
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_JamesYes::
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text "Which #MON is"
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line "is getting"
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cont "juiced?"
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done
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_JamesNo::
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text "But it's so"
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line "rare..."
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done
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_JamesDone::
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text "There! Come back"
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line "with more if"
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cont "you find any!"
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done
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