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https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362 (#1395)
* CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362 * conv
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+9
-2
@@ -730,7 +730,7 @@ function Game2:usePartyItem(itemId)
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local row = ItemEffects.RESTORE_PP[itemId] or {}
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if row.each or mon.isEgg then
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self.stack:pop()
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finish(ItemEffects.usePpItem(itemId, mon), mon)
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finish(ItemEffects.usePpItem(itemId, mon, nil, self.data), mon)
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return
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end
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Screens.push(self, "Gen2MoveDeleter", {
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@@ -740,7 +740,7 @@ function Game2:usePartyItem(itemId)
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onChoose = function(slot)
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self.stack:pop() -- the move list
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self.stack:pop() -- the party list
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finish(ItemEffects.usePpItem(itemId, mon, slot), mon)
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finish(ItemEffects.usePpItem(itemId, mon, slot, self.data), mon)
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end,
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})
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end,
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@@ -888,6 +888,12 @@ function Game2:load()
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self.data.items = loadGenerated("data/generated/items.lua") or {}
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self.data.moves = loadGenerated("data/generated/moves.lua") or {}
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self.data.type_chart = loadGenerated("data/generated/type_chart.lua") or {}
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-- data/types/type_matchups.asm:112-116: the rows after the `db -2` marker
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-- apply by default; Foresight is what cuts the table short at it.
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local chart = self.data.type_chart
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for _, row in ipairs(chart.foresightMatchups or {}) do
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chart.matchups[#chart.matchups + 1] = row
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end
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-- The `held_items` registry's merge target: ItemAttributes' last two columns
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-- as their own table, so a mod can give an item a held behaviour without
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-- owning the whole item record. Built BEFORE mods:load so the registry
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@@ -1949,6 +1955,7 @@ function Game2:applyOptions()
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touchControls = options.touchControls,
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haptics = options.haptics,
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})
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require("src.core.VideoMode").applyOptions(options)
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local GBCFX = require("src.render.GBCFX")
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if GBCFX.applyOptions(options) and self.save then
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-- applyOptions returns true when it had to clear an unsupported level.
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