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Start champion theme when rival dialogue ends, not at battle
The Elite Four champion script showed the rival's intro text and then
jumped straight into the battle; the wipe-time playBattle('final')
started Music_FinalBattle only when the battle began. The original
(ChampionsRoomRivalReadyToBattleScript) plays MUSIC_FINAL_BATTLE right
after the dialogue ends, before the battle.
Add a play_music Music_FinalBattle row between the intro text and the
battle, and bump the two past-the-end jump targets 25 -> 26 for the new
row count. pushBattle's wipe-time playBattle('final') no-ops on the
already-playing song, so the theme stays continuous into the fight.
Fixes #706
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@@ -981,10 +981,15 @@ M.VICTORY_ROAD_3F = {
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local championsRoomRivalScript = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
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{ "jump_if_true", 25 }, -- 3 past end
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{ "jump_if_true", 26 }, -- 3 past end
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{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
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{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
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{ "jump_if_false", 25 }, -- 6 past end
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-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
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-- the intro text, before the battle itself (#706); pushBattle's wipe-time
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-- playBattle("final") then no-ops on the same song, so the theme stays
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-- continuous into the fight
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{ "play_music", "Music_FinalBattle" }, -- 5
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{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
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{ "jump_if_false", 26 }, -- 6 past end
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
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-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
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