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Add Gym Scaling for Brock
This code has been tested on 8 Badges and loads the rematch team, which implies it works correctly. It needs to be tested with progression and the like, though. I've also renamed the "Pocket Lapras" a la the "Miraidon's Poke Ball" concept from SV, which can be used later.
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@ -6,7 +6,7 @@ ItemNames::
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li "POKé BALL"
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li "TOWN MAP"
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li "BICYCLE"
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li "?????"
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li "LAPRAS' BALL" ; surfboard, ?????, etc.
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li "SAFARI BALL"
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li "POKéDEX"
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li "MOON STONE"
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@ -658,11 +658,18 @@ BrunoData:
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db $FF, 54, HITMONTOP, 55, STEELIX, 55, POLIWRATH, 56, JABETTA, 56, PURAKKUSU, 58, MACHAMP, 0
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; post-game rematch team (currently unused)
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; db $FF, 74, STEELIX, 75, POLIWRATH, 75, SIRFETCHD, 76, PURAKKUSU, 76, MACHAMP, 78, ZAPDOS_G, 0
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BrockData:
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db $FF, 13, GEODUDE, 9, OMANYTE, 9, KABUTO, 12, DECILLA, 15, ONIX, 0
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; gyms except giovanni begin here
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BrockData: ; part of an experiment
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db $FF, 7, GEODUDE, 7, RHYHORN, 10, DECILLA, 12, ONIX, 0
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db $FF, 17, GEODUDE, 17, RHYHORN, 18, OMANYTE, 18, KABUTO, 19, DECILLA, 21, ONIX, 0
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db $FF, 22, GRAVELER, 22, RHYHORN, 23, OMANYTE, 23, KABUTO, 24, DECILLA, 26, ONIX, 0
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db $FF, 28, GRAVELER, 28, RHYHORN, 30, OMANYTE, 30, KABUTO, 31, DECILLA, 33, ONIX, 0
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db $FF, 34, GRAVELER, 28, RHYHORN, 36, OMANYTE, 36, KABUTO, 38, DECILLA, 40, STEELIX, 0
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db $FF, 39, GOLEM, 39, RHYDON, 40, OMASTAR, 40, KABUTOPS, 42, GYAOON, 43, STEELIX, 0
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db $FF, 45, GOLEM, 45, RHYDON, 47, OMASTAR, 46, KABUTOPS, 46, GYAOON, 47, STEELIX, 0
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db $FF, 47, GOLEM, 47, RHYPERIOR, 46, OMASTAR, 46, KABUTOPS, 48, GYAOON, 50, STEELIX, 0
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; post-game rematch team (currently unused)
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; db $FF, 66, GOLEM, 67, OMASTAR, 67, KABUTOPS, 66, NIDOREIGN, 67, KLEAVOR, 70, GYAOON, 0
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db $FF, 66, GOLEM, 67, OMASTAR, 67, KABUTOPS, 66, NIDOREIGN, 67, KLEAVOR, 70, GYAOON, 0
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MistyData:
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db $FF, 19, HORSEA, 18, CHEEP, 18, BLOTTLE, 19, BLASTYKE, 21, STARMIE, 0
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@ -118,7 +118,19 @@ BrockText:
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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_BROCK
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ld [wCurOpponent], a
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ld a, NUM_BADGES + 1 ; Picking the team based on badge count. Need +1 so it loads the right team: remember, you're fighting for the badge!
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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, $1
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ld [wGymLeaderNo], a
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xor a
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