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author | MajorAgnostic <68892400+MajorAgnostic@users.noreply.github.com> | 2021-02-28 02:32:01 -0500 |
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committer | MajorAgnostic <68892400+MajorAgnostic@users.noreply.github.com> | 2021-02-28 02:32:01 -0500 |
commit | f5b22dab85b5dbc6c06a0d37ec19f64e2dbadda4 (patch) | |
tree | 58d3ba782a564004932965c1b9d2caaf717c3791 | |
parent | c13414fb81b403a2513a30e3261936d6d7cba99b (diff) |
Updated Improve the trainer rematch system (markdown)
-rw-r--r-- | Improve-the-trainer-rematch-system.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Improve-the-trainer-rematch-system.md b/Improve-the-trainer-rematch-system.md index 02ab9f1..87cf27a 100644 --- a/Improve-the-trainer-rematch-system.md +++ b/Improve-the-trainer-rematch-system.md @@ -68,7 +68,7 @@ TrainerSchoolboyAlan1: Again, you will need remove this code from every rematch trainer script. And that's it! ## 3. 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 [data/maps/flypoints.asm](../blob/master/data/maps/flypoints.asm) or [constants/event_flags.asm](../blob/master/constants/event_flags.asm). This is especially useful if you wish to add rematch parties or simply upgrade rematch parties more frequently, progression-wise. +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 [flypoints.asm](../blob/master/data/maps/flypoints.asm) or [event_flags.asm](../blob/master/constants/event_flags.asm). 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 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 name 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`. |