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authorMajorAgnostic <68892400+MajorAgnostic@users.noreply.github.com>2020-10-24 22:19:44 -0400
committerMajorAgnostic <68892400+MajorAgnostic@users.noreply.github.com>2020-10-24 22:19:44 -0400
commitab9d154a2c14ece40cdd23179d91437f05e83337 (patch)
tree642fa3107b94e60358136f11cb958f67bc4ba350
parentdb7eb7c2a905deb18ad4aa2f447eb9907feb2f26 (diff)
Updated Improve the trainer rematch system (markdown)
-rw-r--r--Improve-the-trainer-rematch-system.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/Improve-the-trainer-rematch-system.md b/Improve-the-trainer-rematch-system.md
index 9c39ee7..3ade600 100644
--- a/Improve-the-trainer-rematch-system.md
+++ b/Improve-the-trainer-rematch-system.md
@@ -50,6 +50,6 @@ And done! You will need to edit the equivalent code in each map file for every t
## 2. Tips
The events that are checked in order to determine which party to load can be easily modified by swapping a checkflag _____ or checkevent ______ with any other listed in either the flypoints or event_flags asm files. This is especially useful if you wish to add rematch parties or simply upgrade rematch parties more frequently, progression-wise.
-Also, when modifying rematch parties, keep in mind that not all of them correspond to the map file code as neatly as they do for Schoolboy Alan, where ALAN1 is loaded for the initial fight, ALAN2 for the first rematch, ALAN3 for the second rematch, etc. For example, some will load TRAINERNAME3 for the initial fight, so you must make sure that you enter the initial party data (in parties.asm) in the field for the given trainer's third party; generally, TRAINERNAME3 will correspond to the third field for a given trainer starting from the top of the parties file. The exact trainer that is loaded is indicated below each .Loadfight__ (directly below the code we edited), for example: "loadtrainer SCHOOLBOY, ALAN2".
+Also, when modifying rematch parties, keep in mind that not all of them correspond to the map file code as neatly as they do for Schoolboy Alan, where ALAN1 is loaded for the initial fight, ALAN2 for the first rematch, ALAN3 for the second rematch, etc. For example, some will load TRAINERNAME3 for the initial fight, so you must make sure that you enter the initial party data (in trainers/parties.asm) in the field for the given trainer's third party; generally, TRAINERNAME3 will correspond to the third field for a given trainer starting from the top of the parties file. The exact trainer that is loaded is indicated below each .Loadfight__ (directly below the code we edited), for example: "loadtrainer SCHOOLBOY, ALAN2".
Finally, for a list of rematchable trainers to help you find and change all of their codes, see the third header (Phone) on this page: [https://www.serebii.net/crystal/pokegear.shtml](https://www.serebii.net/crystal/pokegear.shtml) \ No newline at end of file