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https://github.com/bryanthaboi/gen1recomp
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CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847
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+28
-18
@@ -1031,23 +1031,31 @@ local championsRoomRivalScript = {
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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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-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
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{ "play_music", "Music_Cities1", { keep = true } }, -- 11
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{ "show_text", "_ChampionsRoomOakText" }, -- 12
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{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 13
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{ "move_npc", 2, "up", 5 }, -- 14 OakEntranceAfterVictoryMovement
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-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
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-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
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-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
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-- waits 100 frames for the fade, then restarts Cities1 with channel 1
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-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
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-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
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-- reading of the town theme this scene is known for (#847).
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{ "fade_music", 10 }, -- 11
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{ "wait", 100 }, -- 12
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{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
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{ "show_text", "_ChampionsRoomOakText" }, -- 14
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{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
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{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
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-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
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{ "face_object", 1, "left" }, -- 15
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{ "face_object", 2, "down" }, -- 16
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{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 17
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{ "face_object", 1, "left" }, -- 17
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{ "face_object", 2, "down" }, -- 18
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{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
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-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
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{ "face_object", 2, "right" }, -- 18
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{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 19
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{ "face_object", 2, "right" }, -- 20
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{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
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-- OakComeWithMeScript: Oak faces down again, then exits up
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{ "face_object", 2, "down" }, -- 20
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{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 21
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{ "move_npc", 2, "up", 2 }, -- 22 OakExitChampionsRoomMovement
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{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 23
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{ "face_object", 2, "down" }, -- 22
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{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
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{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
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{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
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-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement
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-- (PAD_UP 4, PAD_LEFT 1): the player walks out after Oak instead of the
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-- screen just fading on the spot (#704). The entrance walk leaves the
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@@ -1057,12 +1065,14 @@ local championsRoomRivalScript = {
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-- trailing UP/LEFT are dropped. Scripted steps ignore collision here just
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-- as they do in the original (CollisionCheckOnLand skips its checks while
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-- wSimulatedJoypadStatesIndex is non-zero), so stepping through the
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-- rival's cell at (4,2) is the ported behavior, not a clip.
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{ "move_player", "up", 3 }, -- 24
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-- rival's cell at (4,2) is the ported behavior, not a clip. Re-reported
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-- as a clip in #847 and re-checked against home/overworld.asm
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-- CollisionCheckOnLand, which is still the authority: do not "fix" it.
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{ "move_player", "up", 3 }, -- 26
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-- hand the induction off to the HALL_OF_FAME room (consumed by its
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-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
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{ "set_field", "pendingHallOfFame", true }, -- 25
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{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 26
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{ "set_field", "pendingHallOfFame", true }, -- 27
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{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 28
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}
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M.CHAMPIONS_ROOM = {
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@@ -18,6 +18,12 @@
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-- script). Leaders are not def_trainers entries, so engageTrainer has
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-- no header.won -- checkVictoryRewards shows this chain instead of a
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-- synthetic "received badge/TM" stub.
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--
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-- `itemDialogue` is the tail of that chain the original prints only after
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-- GiveItem succeeds; `bagFull` is the gym's *TM*NoRoomText it prints
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-- instead when the bag is at capacity (`jr nc, .BagFull` in
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-- PewterGymScriptReceiveTM34, scripts/PewterGym.asm, and its siblings).
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-- The badge lands either way -- .gymVictory runs from both paths (#797).
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local function range(prefix, first, last)
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local t = {}
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@@ -42,71 +48,93 @@ return {
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"_PewterGymBrockReceivedBoulderBadgeText",
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"_PewterGymBrockBoulderBadgeInfoText",
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"_PewterGymBrockWaitTakeThisText",
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},
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itemDialogue = {
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"_PewterGymReceivedTM34Text",
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"_TM34ExplanationText",
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} },
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},
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bagFull = "_PewterGymTM34NoRoomText" },
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["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
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item = "TM_BUBBLEBEAM",
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deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
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dialogue = {
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"_CeruleanGymMistyReceivedCascadeBadgeText",
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"_CeruleanGymMistyCascadeBadgeInfoText",
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"_CeruleanGymMistyReceivedTM11Text",
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} },
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},
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itemDialogue = { "_CeruleanGymMistyReceivedTM11Text" },
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bagFull = "_CeruleanGymMistyTM11NoRoomText" },
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["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
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item = "TM_THUNDERBOLT",
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deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
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dialogue = {
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"_VermilionGymLTSurgeReceivedThunderBadgeText",
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"_VermilionGymLTSurgeThunderBadgeInfoText",
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},
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itemDialogue = {
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"_VermilionGymLTSurgeReceivedTM24Text",
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"_TM24ExplanationText",
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} },
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},
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bagFull = "_VermilionGymLTSurgeTM24NoRoomText" },
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["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
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item = "TM_MEGA_DRAIN",
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deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
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dialogue = {
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"_CeladonGymErikaReceivedRainbowBadgeText",
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"_CeladonGymRainbowBadgeInfoText",
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},
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itemDialogue = {
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"_CeladonGymReceivedTM21Text",
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"_TM21ExplanationText",
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} },
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},
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bagFull = "_CeladonGymTM21NoRoomText" },
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["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
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item = "TM_TOXIC",
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deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
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dialogue = {
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"_FuchsiaGymKogaReceivedSoulBadgeText",
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"_FuchsiaGymKogaSoulBadgeInfoText",
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},
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itemDialogue = {
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"_FuchsiaGymKogaReceivedTM06Text",
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"_FuchsiaGymKogaTM06ExplanationText",
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} },
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},
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bagFull = "_FuchsiaGymKogaTM06NoRoomText" },
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["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
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item = "TM_PSYWAVE",
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deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
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dialogue = {
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"_SaffronGymSabrinaReceivedMarshBadgeText",
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"_SaffronGymSabrinaMarshBadgeInfoText",
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},
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itemDialogue = {
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"_SaffronGymSabrinaReceivedTM46Text",
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"_TM46ExplanationText",
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} },
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},
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bagFull = "_SaffronGymSabrinaTM46NoRoomText" },
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["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
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item = "TM_FIRE_BLAST",
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deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
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dialogue = {
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"_CinnabarGymBlaineReceivedVolcanoBadgeText",
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"_CinnabarGymBlaineVolcanoBadgeInfoText",
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},
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itemDialogue = {
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"_CinnabarGymBlaineReceivedTM38Text",
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"_CinnabarGymBlaineTM38ExplanationText",
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} },
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},
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bagFull = "_CinnabarGymBlaineTM38NoRoomText" },
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["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
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item = "TM_FISSURE",
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deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
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dialogue = {
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"_ViridianGymGiovanniReceivedEarthBadgeText",
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"_ViridianGymGiovanniEarthBadgeInfoText",
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},
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itemDialogue = {
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"_ViridianGymGiovanniReceivedTM27Text",
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"_ViridianGymGiovanniTM27ExplanationText",
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} },
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},
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bagFull = "_ViridianGymGiovanniTM27NoRoomText" },
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-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
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-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the
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