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Gen 5 Repel system
Also used in PureRGB. Gives the player the option to use another Repel after the last one runs out. I had to remove some debug features in order to fit it in, but it won't have an effect on the regular game. Hopefully.
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8 changed files with 68 additions and 14 deletions
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@ -51,14 +51,4 @@ EndNPCMovementScript::
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farjp _EndNPCMovementScript
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DebugPressedOrHeldB::
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IF DEF(_DEBUG)
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ld a, [wd732]
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bit 1, a
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ret z
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ldh a, [hJoyHeld]
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bit BIT_B_BUTTON, a
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ret nz
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ldh a, [hJoyPressed]
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bit BIT_B_BUTTON, a
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ENDC
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ret
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@ -200,6 +200,7 @@ DisplayPlayerBlackedOutText::
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DisplayRepelWoreOffText::
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ld hl, RepelWoreOffText
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call PrintText
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callfar UseAnotherRepel
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jp AfterDisplayingTextID
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RepelWoreOffText::
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@ -127,10 +127,6 @@ TalkToTrainer::
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; checks if any trainers are seeing the player and wanting to fight
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CheckFightingMapTrainers::
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IF DEF(_DEBUG)
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call DebugPressedOrHeldB
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jr nz, .trainerNotEngaging
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ENDC
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call CheckForEngagingTrainers
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ld a, [wSpriteIndex]
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cp $ff
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