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CLOSES #128 CLOSES #114 CLOSES #113 CLOSES #111 CLOSES #110 CLOSES #109 CLOSES #107 CLOSES #106 CLOSES #105 CLOSES #90 CLOSES #103
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+48
-15
@@ -809,10 +809,14 @@ M.HALL_OF_FAME = {
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-- that teleports back to the new-game bedroom spawn (special_warps.asm
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-- NewGameWarp: REDS_HOUSE_2F, 3, 6, facing down). Fabricated
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-- convenience -- there is no such prompt in the original ROM.
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-- Heal + remember_outdoor so house LAST_MAP mats land in Pallet, not
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-- Indigo Plateau (issue #103 escape path for already-stuck saves).
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TEXT_HALLOFFAME_PC = {
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{ "ask", "Return to\nPALLET TOWN?" }, -- 1 YES/NO -> lastCheck
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{ "jump_if_false", "end" }, -- 2 NO: back away
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{ "warp", "REDS_HOUSE_2F", 3, 6, "down" }, -- 3 YES: home to your room
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{ "heal_party" }, -- 3
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{ "remember_outdoor", "PALLET_TOWN", 5, 6 }, -- 4 LAST_MAP -> Pallet door
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{ "warp", "REDS_HOUSE_2F", 3, 6, "down" }, -- 5 YES: home to your room
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},
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},
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}
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@@ -839,21 +843,51 @@ M.CERULEAN_CITY = {
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},
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}
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-- PokemonTower2F.asm: after the battle, PokemonTower2FDefeatedRivalScript
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-- walks him out (RightThenDown vs DownThenRight from EVENT_POKEMON_TOWER_
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-- RIVAL_ON_LEFT) then HideObject TOGGLE_POKEMON_TOWER_2F_RIVAL. Player
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-- at (15,5) is the ON_LEFT case.
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local TOWER_RIVAL_EXIT_RIGHT_THEN_DOWN =
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{ "right", "down", "down", "right", "down", "down", "right", "right" }
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local TOWER_RIVAL_EXIT_DOWN_THEN_RIGHT =
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{ "down", "down", "right", "right", "right", "right", "down", "down" }
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local function pokemonTower2FRivalScript(playerX)
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local exitDirs = (playerX == 15)
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and TOWER_RIVAL_EXIT_DOWN_THEN_RIGHT
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or TOWER_RIVAL_EXIT_RIGHT_THEN_DOWN
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return {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 2
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{ "jump_if_true", 12 }, -- 3
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{ "show_text", "_PokemonTower2FRivalWhatBringsYouHereText" }, -- 4
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{ "rival_battle", "OPP_RIVAL2", 4 }, -- 5
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{ "jump_if_false", "end" }, -- 6 loss: stay
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{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
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{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
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{ "walk_npc", 1, exitDirs }, -- 9
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{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
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{ "jump", "end" }, -- 11
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{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 12
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}
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end
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M.POKEMON_TOWER_2F = {
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rivalScript = pokemonTower2FRivalScript,
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talk = {
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TEXT_POKEMONTOWER2F_RIVAL = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 2
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{ "jump_if_true", 10 }, -- 3
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{ "show_text", "_PokemonTower2FRivalWhatBringsYouHereText" }, -- 4
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{ "rival_battle", "OPP_RIVAL2", 4 }, -- 5
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{ "jump_if_false", 11 }, -- 6
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{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
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{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
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{ "jump", 11 }, -- 9
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{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 10
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},
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TEXT_POKEMONTOWER2F_RIVAL = function(game, ow, npc, done)
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ow.runner:run(pokemonTower2FRivalScript(ow.player.cellX),
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{ npc = npc, onDone = done })
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end,
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},
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-- Saves that beat him before the exit walk was ported still have the
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-- flag but a visible rival; hide on enter like BillsHouse repairs.
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onEnter = function(game, ow)
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if not game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL then return end
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local Commands = require("src.script.Commands")
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Commands.hide_object({ game = game, save = game.save, overworld = ow },
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"POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL")
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end,
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-- PokemonTower2FDefaultScript: walking past the rival's tile forces
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-- the encounter (ArePlayerCoordsInArray on (15,5)/(14,6)) -- he never
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-- waits to be talked to
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@@ -865,8 +899,7 @@ M.POKEMON_TOWER_2F = {
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if not rival then return false end
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ow.player.facing = (x == 15) and "left" or "up"
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require("src.core.Music").play(game.data, "Music_MeetRival")
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ow.runner:run(M.POKEMON_TOWER_2F.talk.TEXT_POKEMONTOWER2F_RIVAL,
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{ npc = rival })
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ow.runner:run(pokemonTower2FRivalScript(x), { npc = rival })
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return true
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end,
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}
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