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Legendary Reset, except I'm only at Snorlax so wrote and tested on that. Shouldn't need too many changes to adjust for Mewtwo/Articuno/Zapdos/Moltres(skip cutscene button?). Opening this PR now since I don't know how long it'll take for me to get to the legendaries.

Possible future changes: improvements to the arrow detection. Also auto-killing the target. Because the battle timer doesn't stop while on the home menu. Or when the switch is in sleep mode. (Why???)

Shiny sound + battle arrow: PokemonAutomation/Packages#34
Sound recorded by muting music and cries in game.

default:
throw InternalProgramError(
&env.logger(), PA_CURRENT_FUNCTION,
"Not such sound detector as sound type " + std::to_string((size_t)type)
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"No such sound..."

ret.emplace_back(make_single_switch_program<AlolanTrade_Descriptor, AlolanTrade>());
ret.emplace_back(make_single_switch_program<FossilRevival_Descriptor, FossilRevival>());
ret.emplace_back(make_single_switch_program<GiftReset_Descriptor, GiftReset>());
ret.emplace_back(make_single_switch_program<LegendaryReset_Descriptor, LegendaryReset>());
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Let's put this one under dev or beta until the auto-battle is added since the program won't be as useful until then.

It might also be worth experimenting with changing the clock to see if that does anything to stop the timer.

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@kichithewolf kichithewolf Apr 23, 2025

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Changing clock doesn't work.

Static legendaries don't run once the battle phase is done. The battle arrow looks like its reused in the catching menus, so I should have a solution soon. this is done.

pbf_mash_button(context, BUTTON_A, 15000ms);
break;
case Target::snorlax2:
pbf_mash_button(context, BUTTON_A, 25000ms); //can't test, not really worth it
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Do these need to mash A for fixed durations? Can you mash A for a short amount of time, then mash B until you see the battle menu?

@Mysticial Mysticial merged commit 66f5bb7 into PokemonAutomation:main Apr 24, 2025
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2 participants