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Gym scaling base
This adds gym scaling for every leader, plus Koichi of the Fighting Dojo. Me and Ema decided to give Koichi scaling, as he is a gym leader in everything but class. I will likely give Yujirou the same treatment once he's all set up. The parties have not been set up, assuming Martha is working on them. An important note: space is somewhat limited on trainers now, so the leaders will need implementing incrementally. You will most likely have to remove unnecessary trainers to make this work.
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13 changed files with 177 additions and 50 deletions
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@ -126,7 +126,24 @@ ErikaText:
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ldh a, [hSpriteIndex]
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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_ERIKA
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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, $4
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ld [wGymLeaderNo], a
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ld a, $3
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@ -112,7 +112,24 @@ MistyText:
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ldh a, [hSpriteIndex]
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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_MISTY
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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, $2
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ld [wGymLeaderNo], a
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xor a
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@ -191,7 +191,24 @@ 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
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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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ld hl, wd72d
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set 6, [hl]
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set 7, [hl]
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@ -119,7 +119,24 @@ FightingDojoText1:
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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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@ -126,7 +126,24 @@ KogaText:
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ldh a, [hSpriteIndex]
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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_KOGA
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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, $5
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ld [wGymLeaderNo], a
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xor a
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@ -127,7 +127,24 @@ SabrinaText:
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ldh a, [hSpriteIndex]
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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_SABRINA
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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, $6
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ld [wGymLeaderNo], a
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ld a, $3
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@ -134,7 +134,24 @@ LTSurgeText:
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ldh a, [hSpriteIndex]
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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_LT_SURGE
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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 [wGymLeaderNo], a
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xor a
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@ -231,7 +231,7 @@ GiovanniText:
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ldh a, [hSpriteIndex]
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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 ; giovanni is deliberately not scaled as he is always fought last
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ld a, $8
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ld [wGymLeaderNo], a
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ld a, $3
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