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Skip the gym leader TM hand-over when the bag is full
The originals run GiveItem before printing the received texts, and when the bag can't hold the TM they print a make-room line instead and leave EVENT_GOT_TM* unset, so talking to the leader again retries the give. The victory reward path added the TM straight into the inventory, so a full bag went to 21/20. Route the gym TM give through Bag.add, split the TM lines out of the victory dialogue table into tmPre/tmDialogue/noRoom, and port the beaten-leader middle branch that re-runs the ReceiveTM script. Saves that already hold the TM without the flag count as received so they don't collect a second copy. Refs #797
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@@ -234,8 +234,12 @@ What was ported from pokered's engine code and where it came from.
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pre-battle text and engages the leader battle (badge/TM via
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data/scripts/victories.lua); post-badge talk prints the leader's
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post-battle advice text (Misty's is her TM11 explanation). The
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originals' middle branch (beaten but TM not handed over) is
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unreachable since the TM is granted with the victory. Giovanni's
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originals' middle branch (beaten but TM not handed over,
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CheckEventReuseA EVENT_GOT_TM*) is ported too: the victory's GiveItem
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goes through the bag's capacity check, a full bag shows the leader's
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"make room" text instead of the received lines and leaves
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EVENT_GOT_TM* unset, and talking to the leader re-runs the ReceiveTM
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script until the TM goes in (#797). Giovanni's
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farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
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fade-to-black/fade-in Transition matching ViridianGym.asm's
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GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
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