This does everything except the incrementation.
If you defeat a Meltan, `wCandyJarCount` increments by 1, capping at 40. This is represented in-game as 10, going up to 400, simply by adding a 0 at the end. This, in effect, replicates the Meltan quest from Pokemon Go.
Once 40/400 is reached, the Candy Jar will become an evolution stone, evolving Meltan. Instead of consuming the Jar, the Candies inside are zeroed out.
Currently, the Candy Jar increments, but only once, thus why this is being committed on a separate branch. The bug appears to be at `engine\battle\core.asm`, line 842-861, likely 854-856. It's possible that it could be due to its position in WRAM, or that it's a `db` instead of a `dw`.
It was a long shot, but I did it! I added the Mystery Box from Pokemon GO! Very happy with the results here.
So here's how it works: When used, the game will replace Pokemon encountered with Meltan until the player leaves the map. This is sort of how it works in GO, with the player unable to close it and naturally petering out as they play.
Now multiple Meltan can be obtained, and in abundance, just like GO. Technically, someone could use this as a pseudo-Repel to replace hard encounters with easy ones.
Oh, and I'm pretty sure this happens vs static encounters as well, but it's awkward to account for I think that's hilarious, so...
This adds the boy/girl selection from later generations, using the pret tutorial and a spriteset from Pokemon Anniversary Red. I made some alterations, namely inserting the option later into the speech to be less clunky, and having the Nidorino become a Nidorina if you pick the feminine option.
I decided to make the third name option Seren, a common Welsh name for girls. It means "star", which is really cute! But...most people will probably say it's a Panel de Pon reference, which is cool too.
This adds the first half of an event where you will find the Galarian Birds. It is not finished yet.
It currently bugs out when Galarian Zapdos tries to run away and I don't know why. Frame-by-frame, it seems to be when the player has to move. I've tried different things to make this less bad, but they don't work.
Here's how it's meant to go:
1) Articuno flies away (done)
2) Zapdos barges past the player like Silver does in GSC (bugs out)
3) Moltres moves in front of the player and engages (not done)
If anyone has a better way to do this, please let me know!
Minor changes;
- Connection for Brunswick-Citrine looks nicer
- Celeste has a few changes to make the event run easier.
Rhyperior files are dummies and will need to be properly edited with sprites, Rhydon evo data, etc, but it (and the other files included) show that the trainer and pokemon sprite indexes have been separated, which allows us to add the other KEP mons