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CLOSES #2649, CLOSES #2650, CLOSES #2652, CLOSES #2653, CLOSES #2654, CLOSES #2657, CLOSES #2658, CLOSES #2659, CLOSES #2660, CLOSES #2662, CLOSES #2664, CLOSES #2665, CLOSES #2666, CLOSES #2669, CLOSES #2671, CLOSES #2672, CLOSES #2674, CLOSES #2676, CLOSES #2682, CLOSES #2683, CLOSES #2684, CLOSES #2685, CLOSES #2686, CLOSES #2687, CLOSES #2688, CLOSES #2689
CLOSES #2649, CLOSES #2650, CLOSES #2652, CLOSES #2653, CLOSES #2654, CLOSES #2657, CLOSES #2658, CLOSES #2659, CLOSES #2660, CLOSES #2662, CLOSES #2664, CLOSES #2665, CLOSES #2666, CLOSES #2669, CLOSES #2671, CLOSES #2672, CLOSES #2674, CLOSES #2676, CLOSES #2682, CLOSES #2683, CLOSES #2684, CLOSES #2685, CLOSES #2686, CLOSES #2687, CLOSES #2688, CLOSES #2689
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@@ -1061,7 +1061,8 @@ M.VICTORY_ROAD_3F = {
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-- pokered forces the fight on map entry: Agatha's victory arms
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-- SCRIPT_CHAMPIONSROOM_PLAYER_ENTERS (scripts/AgathasRoom.asm), and
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-- ChampionsRoomPlayerEntersScript then runs RivalEntrance_RLEMovement
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-- (up 1, right 1, up 3) before ChampionsRoomRivalReadyToBattleScript.
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-- (played back to front: up 3, right 1, up 1) before
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-- ChampionsRoomRivalReadyToBattleScript.
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-- The rival object has no trainer header / sight range, so without that
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-- entrance script the player can walk past (issue #99). We arm on the
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-- run flag instead of Agatha's victory bit: same observable effect for
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@@ -1090,6 +1091,7 @@ local championsRoomRivalScript = {
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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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{ "save_end_battle_text", "_RivalDefeatedText" }, -- scripts/ChampionsRoom.asm:65
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{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
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-- losing halts here; the numeric target this replaced pointed at the
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-- closing warp, which inducted a player who had just lost the fight (#704)
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@@ -1098,8 +1100,7 @@ local championsRoomRivalScript = {
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{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
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-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
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-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
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-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
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-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
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-- _ChampionsRoomRivalAfterBattleText.
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{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
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-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
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-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
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@@ -1153,10 +1154,11 @@ M.CHAMPIONS_ROOM = {
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end
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-- RivalEntrance_RLEMovement, then the battle/Oak script (queued
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-- separately so talk-script jump indices stay 1-based as written).
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-- home/overworld.asm:1844
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ow:queueScript({
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{ "move_player", "up", 1 },
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{ "move_player", "right", 1 },
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{ "move_player", "up", 3 },
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{ "move_player", "right", 1 },
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{ "move_player", "up", 1 },
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})
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ow:queueScript(championsRoomRivalScript, { npc = rival })
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end,
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