Open anmart opened 5 years ago
This issue has been changed to keep track of the Promo cards that need to be moved around in the randomizer. The goal is to ensure that every card is obtainable so an All Cards run can be done. Not sure on how to handle the 2 "Phantom rares" yet.
33b95ba8a7e9e08f3a3446f7d0d753c930bc6f9c Started addressing this by allowing you to choose whether you want to randomize promos at all
cd2cfc8 introduced the first trade promo. Thinking about allowing you to randomize though. Should they be linked somehow? would require some new stuff.
The text requires being changed too, not sure how we could tackle that. might be an issue for later.
As if ff7c0a0 there is a new issue - The text saying what pokemon is received is stored in other places because you can get these cards randomly from refacing the dome. Need to think hard about how text can be changed.
Func_1a61f
Handles hardcoded names for trades. It seems like it only does it for a few specific ones, anything else can manually do it. I have no idea why. But it's necessary that trades also change those.
The Lass in grass club lobby has 2 more trades than just the promo - include that in rando?
The following is a list of Promo sources, copied from Bulbapedia. Bolded entries have been added to the randomizer
Right now when you defeat Ronald/Beat the dome, you'll be given the same promotional cards.
There are two ways to do this:
If every instance of the give card script is found, it would be better to do method 1 as there's no code patching involved. If the second one, it would require less effort in script reversing, but would require that we either give a random card (different each time you play) or determine where the script was called from and give the card based on that -- Which wouldn't even be much easier. Either way also requires a relatively involved romhack that could interfere with other hacks very easily.