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TECHNOLOGY IS INCREDIBLE!
With me moving the Trainer AI elsewhere, I was able to optimise the party stuff a little bit. There's a lot more space and from what I can tell it works fine. There are now three separate files - one for standard trainers, one for the rival & oak, and one for scaled parties (aka gym battles and related). This is mainly for organisational purposes. If I run out of space again, I'll rework the Trainer AI script to pull parties another way, storing the party files in individual banks.
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5 changed files with 223 additions and 203 deletions
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@ -102,7 +102,7 @@ FightingDojoTrainerHeader3:
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trainer EVENT_BEAT_FIGHTING_DOJO_TRAINER_3, 3, FightingDojoBattleText4, FightingDojoEndBattleText4, FightingDojoAfterBattleText4
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db -1 ; end
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FightingDojoText1: ; gym scaling was removed to make space
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FightingDojoText1: ; gym scaling can be removed to make space
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text_asm
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CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
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jp nz, .continue1
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@ -119,7 +119,24 @@ FightingDojoText1: ; gym scaling was removed to make space
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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
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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_BLACKBELT
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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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ld a, $3
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ld [wFightingDojoCurScript], a
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ld [wCurMapScript], a
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