jojobear, our saviour

took out 4 bugs in one go, absolute legend
This commit is contained in:
Martha Schilling 2024-01-02 11:17:58 +00:00
parent 443277ffc8
commit fe651a7668
8 changed files with 88 additions and 74 deletions

View file

@ -12,6 +12,12 @@ Route1Script0:
ret ; yeah it's just a switch-off. shush.
OakVibeCheck:
;joenote - Notice how there is no check to see if the player actually lost.
;Let's go ahead and add that real quick.
ld a, [wIsInBattle] ;if wIsInBattle is -1, then the battle was lost
inc a ;if A holds -1, it will increment to 0 and set the z flag (but not the c flag, dec and inc cannot affect it).
jr z, .skip ;Kick out if the player lost.
SetEvent EVENT_BEAT_OAK_ONCE ; This is set every time, but it doesn't matter, it sticks at 1 anyway.
CheckEvent EVENT_RECEIVED_CITRINE_PASS ; Before we do, has the player got the pass?
jr nz, .skip ; Yes? Now we go to auto-ret.
@ -19,6 +25,7 @@ OakVibeCheck:
.skip
ld a, $0
ld [wRoute1CurScript], a
ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
ret
OakFirstWin:
@ -30,6 +37,7 @@ OakFirstWin:
.skip
ld a, $0
ld [wRoute1CurScript], a
ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
ret
Route1_TextPointers:
@ -157,6 +165,7 @@ Route1OakText:
ld a, $1
ld [wRoute1CurScript], a
ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
.done
jp TextScriptEnd