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Fix the Ghost identification and squiggly lines from night shade, etc
pretty objective fixes, need to make the rocket hideout more interesting
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@ -1878,6 +1878,8 @@ AnimationWavyScreen:
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ld c, $ff
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ld hl, WavyScreenLineOffsets
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.loop
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ld a, [hl] ; this fixes the wavy screen - PvK
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ldh [hSCX], a
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push hl
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.innerLoop
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call WavyScreen_SetSCX
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@ -1894,6 +1896,7 @@ AnimationWavyScreen:
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dec c
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jr nz, .loop
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xor a
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ldh [hSCX], a ; also fixing the wavy screen - PvK
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ldh [hWY], a
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call SaveScreenTilesToBuffer2
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call ClearScreen
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@ -1675,7 +1675,7 @@ LoadBattleMonFromParty:
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ld bc, 1 + NUM_STATS * 2
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call CopyData
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call ApplyBurnAndParalysisPenaltiesToPlayer
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call ApplyBadgeStatBoosts
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call ApplyBadgeStatBoosts ; if this is commented out maybe it stops them entirely? test - PvK
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ld a, $7 ; default stat modifier
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ld b, NUM_STAT_MODS
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ld hl, wPlayerMonAttackMod
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@ -2405,7 +2405,11 @@ PartyMenuOrRockOrRun:
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ld [wd0b5], a
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call GetMonHeader
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ld de, vFrontPic
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call LoadMonFrontSprite
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call IsGhostBattle ; this prevents ghosts from being identified without the silph scope - PvK
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push af
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call nz, LoadMonFrontSprite
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pop af
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call z, LoadGhostPic ; fix ends here, just make it "call LoadMonFrontSprite on line 2408 to revert.
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jr .enemyMonPicReloaded
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.doEnemyMonAnimation
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ld b, BANK(AnimationSubstitute) ; BANK(AnimationMinimizeMon)
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@ -6285,12 +6289,15 @@ LoadEnemyMonData:
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ld a, [wEnemyMonSpecies2]
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ld [wd11e], a
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predef IndexToPokedex
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call IsGhostBattle ; this prevents it from being identified early
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jr nz, .noMarkSeen ; part of the ghost fix
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ld a, [wd11e]
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dec a
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ld c, a
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ld b, FLAG_SET
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ld hl, wPokedexSeen
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predef FlagActionPredef ; mark this mon as seen in the pokedex
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.noMarkSeen ; part of the ghost fix
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ld hl, wEnemyMonLevel
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ld de, wEnemyMonUnmodifiedLevel
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ld bc, 1 + NUM_STATS * 2
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