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[Other] What to change for open exploration? (EMERALD)

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    • Seen Apr 30, 2025
    I know it is possible so I was hoping for some assistance.
    If I was to make a bare bones version of Emerald that was just taking on all the gyms (in any order) with all the story removed, what flags and events would I have to change or remove?
     
    I know it is possible so I was hoping for some assistance.
    If I was to make a bare bones version of Emerald that was just taking on all the gyms (in any order) with all the story removed, what flags and events would I have to change or remove?

    I highly doubt you will find any kind of neat list of things that you must change.
    You should think about the different roadblocks in the game and go through their scripts one by one. You can either edit/remove the scripts, or you can see what flags and variables are used to stop them, and set those flags/vars at the start of the game.
     
    I highly doubt you will find any kind of neat list of things that you must change.
    You should think about the different roadblocks in the game and go through their scripts one by one. You can either edit/remove the scripts, or you can see what flags and variables are used to stop them, and set those flags/vars at the start of the game.

    It was the roadblocks and scripts I was asking about, but thanks.

    I am assuming setting all the flags in the same instance will work safely right? That wouldn't cause a memory overload or something?
     
    It was the roadblocks and scripts I was asking about, but thanks.

    I am assuming setting all the flags in the same instance will work safely right? That wouldn't cause a memory overload or something?
    You mean setting a flag that is already set?
    No, it won't cause "a memory overload".
     
    You mean setting a flag that is already set?
    No, it won't cause "a memory overload".

    I know it wasn't the right term but I couldn't think of it.

    And no, I meant changing multiple flags off the same event. For instance, setting every "rival encounter" flag at once when you set the clock in your room so you no longer encounter the Rival.
     
    I know it wasn't the right term but I couldn't think of it.

    And no, I meant changing multiple flags off the same event. For instance, setting every "rival encounter" flag at once when you set the clock in your room so you no longer encounter the Rival.
    No, it still won't cause any issues.
    You can set a big number of flags and variables just fine, as evidenced by scripts like EventScript_ResetAllMapFlags or EverGrandeCity_HallOfFame_EventScript_SetGameClearFlags.
     
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