Special_SelectRandomBugContestContestants: ; 139a8 ; Select five random people to participate in the current contest. ; First we have to make sure that any old data is cleared away. ld c, 10 ; Number of people to choose from. ld hl, BugCatchingContestantEventFlagTable .loop1 push bc push hl ld e, [hl] inc hl ld d, [hl] ld b, RESET_FLAG call EventFlagAction pop hl rept 2 inc hl endr pop bc dec c jr nz, .loop1 ; Now that that's out of the way, we can get on to the good stuff. ld c, 5 .loop2 push bc .next ; Choose a flag at uniform random to be set. call Random cp 250 jr nc, .next ld c, 25 call SimpleDivide ld e, b ld d, 0 ld hl, BugCatchingContestantEventFlagTable rept 2 add hl, de endr ld e, [hl] inc hl ld d, [hl] push de ; If we've already set it, it doesn't count. ld b, CHECK_FLAG call EventFlagAction pop de ld a, c and a jr nz, .next ; Set the flag. This will cause that sprite to not be visible in the contest. ld b, SET_FLAG call EventFlagAction pop bc ; Check if we're done. If so, return. Otherwise, choose the next victim. dec c jr nz, .loop2 ret ; 139ed Special_CheckBugContestContestantFlag: ; 139ed ; Checks the flag of the Bug Catching Contestant whose index is loaded in a. ; Bug: If a >= 10 when this is called, it will read beyond the table. ld hl, BugCatchingContestantEventFlagTable ld e, a ld d, 0 rept 2 add hl, de endr ld e, [hl] inc hl ld d, [hl] ld b, CHECK_FLAG call EventFlagAction ret ; 139fe BugCatchingContestantEventFlagTable: ; 139fe dw EVENT_BUG_CATCHING_CONTESTANT_1A dw EVENT_BUG_CATCHING_CONTESTANT_2A dw EVENT_BUG_CATCHING_CONTESTANT_3A dw EVENT_BUG_CATCHING_CONTESTANT_4A dw EVENT_BUG_CATCHING_CONTESTANT_5A dw EVENT_BUG_CATCHING_CONTESTANT_6A dw EVENT_BUG_CATCHING_CONTESTANT_7A dw EVENT_BUG_CATCHING_CONTESTANT_8A dw EVENT_BUG_CATCHING_CONTESTANT_9A dw EVENT_BUG_CATCHING_CONTESTANT_10A ; 13a12 ContestDropOffMons: ; 13a12 ld hl, PartyMon1HP ld a, [hli] or [hl] jr z, .fainted ; Mask the rest of your party by setting the count to 1... ld hl, PartyCount ld a, 1 ld [hli], a inc hl ; ... backing up the second mon index somewhere... ld a, [hl] ld [wBugContestSecondPartySpecies], a ; ... and replacing it with the terminator byte ld [hl], $ff xor a ld [ScriptVar], a ret .fainted ld a, $1 ld [ScriptVar], a ret ; 13a31 ContestReturnMons: ; 13a31 ; Restore the species of the second mon. ld hl, PartySpecies + 1 ld a, [wBugContestSecondPartySpecies] ld [hl], a ; Restore the party count, which must be recomputed. ld b, $1 .loop ld a, [hli] cp -1 jr z, .done inc b jr .loop .done ld a, b ld [PartyCount], a ret ; 13a47