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.
This commit is contained in:
May Evans 2022-12-17 06:41:38 +00:00
parent 4dc561d0b5
commit f582550f55
3 changed files with 25 additions and 6 deletions

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@ -6,7 +6,7 @@ ItemNames::
li "POKé BALL"
li "TOWN MAP"
li "BICYCLE"
li "?????"
li "LAPRAS' BALL" ; surfboard, ?????, etc.
li "SAFARI BALL"
li "POKéDEX"
li "MOON STONE"

View file

@ -658,11 +658,18 @@ BrunoData:
db $FF, 54, HITMONTOP, 55, STEELIX, 55, POLIWRATH, 56, JABETTA, 56, PURAKKUSU, 58, MACHAMP, 0
; post-game rematch team (currently unused)
; db $FF, 74, STEELIX, 75, POLIWRATH, 75, SIRFETCHD, 76, PURAKKUSU, 76, MACHAMP, 78, ZAPDOS_G, 0
BrockData:
db $FF, 13, GEODUDE, 9, OMANYTE, 9, KABUTO, 12, DECILLA, 15, ONIX, 0
; gyms except giovanni begin here
BrockData: ; part of an experiment
db $FF, 7, GEODUDE, 7, RHYHORN, 10, DECILLA, 12, ONIX, 0
db $FF, 17, GEODUDE, 17, RHYHORN, 18, OMANYTE, 18, KABUTO, 19, DECILLA, 21, ONIX, 0
db $FF, 22, GRAVELER, 22, RHYHORN, 23, OMANYTE, 23, KABUTO, 24, DECILLA, 26, ONIX, 0
db $FF, 28, GRAVELER, 28, RHYHORN, 30, OMANYTE, 30, KABUTO, 31, DECILLA, 33, ONIX, 0
db $FF, 34, GRAVELER, 28, RHYHORN, 36, OMANYTE, 36, KABUTO, 38, DECILLA, 40, STEELIX, 0
db $FF, 39, GOLEM, 39, RHYDON, 40, OMASTAR, 40, KABUTOPS, 42, GYAOON, 43, STEELIX, 0
db $FF, 45, GOLEM, 45, RHYDON, 47, OMASTAR, 46, KABUTOPS, 46, GYAOON, 47, STEELIX, 0
db $FF, 47, GOLEM, 47, RHYPERIOR, 46, OMASTAR, 46, KABUTOPS, 48, GYAOON, 50, STEELIX, 0
; post-game rematch team (currently unused)
; db $FF, 66, GOLEM, 67, OMASTAR, 67, KABUTOPS, 66, NIDOREIGN, 67, KLEAVOR, 70, GYAOON, 0
db $FF, 66, GOLEM, 67, OMASTAR, 67, KABUTOPS, 66, NIDOREIGN, 67, KLEAVOR, 70, GYAOON, 0
MistyData:
db $FF, 19, HORSEA, 18, CHEEP, 18, BLOTTLE, 19, BLASTYKE, 21, STARMIE, 0

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@ -118,7 +118,19 @@ BrockText:
ldh a, [hSpriteIndex]
ld [wSpriteIndex], a
call EngageMapTrainer
call InitBattleEnemyParameters
; call InitBattleEnemyParameters ; put this back if you mess up
; gym scaling spaghetti code begins here - remove initial parameters as we're making our own
ld a, OPP_BROCK
ld [wCurOpponent], a
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!
ld [wTrainerNo], a
ld a, 1
ld [wIsTrainerBattle], a
;ends here
ld a, $1
ld [wGymLeaderNo], a
xor a