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jojobear, our saviour
took out 4 bugs in one go, absolute legend
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8 changed files with 88 additions and 74 deletions
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@ -12,6 +12,12 @@ Route1Script0:
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ret ; yeah it's just a switch-off. shush.
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OakVibeCheck:
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;joenote - Notice how there is no check to see if the player actually lost.
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;Let's go ahead and add that real quick.
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ld a, [wIsInBattle] ;if wIsInBattle is -1, then the battle was lost
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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).
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jr z, .skip ;Kick out if the player lost.
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SetEvent EVENT_BEAT_OAK_ONCE ; This is set every time, but it doesn't matter, it sticks at 1 anyway.
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CheckEvent EVENT_RECEIVED_CITRINE_PASS ; Before we do, has the player got the pass?
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jr nz, .skip ; Yes? Now we go to auto-ret.
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@ -19,6 +25,7 @@ OakVibeCheck:
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.skip
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ld a, $0
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ld [wRoute1CurScript], a
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ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
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ret
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OakFirstWin:
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@ -30,6 +37,7 @@ OakFirstWin:
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.skip
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ld a, $0
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ld [wRoute1CurScript], a
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ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
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ret
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Route1_TextPointers:
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@ -157,6 +165,7 @@ Route1OakText:
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ld a, $1
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ld [wRoute1CurScript], a
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ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
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.done
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jp TextScriptEnd
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