pokecrystal/maps/OlivineLighthouse6F.asm

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NASM
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object_const_def
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const OLIVINELIGHTHOUSE6F_JASMINE
const OLIVINELIGHTHOUSE6F_MONSTER
const OLIVINELIGHTHOUSE6F_POKE_BALL
OlivineLighthouse6F_MapScripts:
def_scene_scripts
def_callbacks
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OlivineLighthouseJasmine:
faceplayer
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opentext
checkitem SECRETPOTION
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iftrue .BroughtSecretpotion
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checkevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS
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iftrue .ExplainedSickness
writetext JasmineCianwoodPharmacyText
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promptbutton
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setevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS
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.ExplainedSickness:
writetext JasmineGetSomeMedicineText
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waitbutton
closetext
end
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.BroughtSecretpotion:
writetext JasmineCureAmphyText
yesorno
iffalse .Refused
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writetext PlayerHandedSecretpotionText
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promptbutton
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takeitem SECRETPOTION
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writetext JasmineDontBeOffendedText
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waitbutton
closetext
turnobject OLIVINELIGHTHOUSE6F_JASMINE, RIGHT
pause 15
turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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opentext
playmusic MUSIC_HEAL
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writetext JasmineAmphyHowAreYouFeelingText
pause 60
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promptbutton
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closetext
special RestartMapMusic
cry AMPHAROS
special FadeOutToWhite
pause 10
special FadeInFromWhite
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opentext
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writetext AmphyPaluPaluluText
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waitbutton
closetext
turnobject OLIVINELIGHTHOUSE6F_MONSTER, RIGHT
pause 10
turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
pause 10
turnobject OLIVINELIGHTHOUSE6F_MONSTER, RIGHT
pause 10
turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
pause 10
faceplayer
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opentext
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writetext JasmineThankYouText
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waitbutton
closetext
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setevent EVENT_JASMINE_RETURNED_TO_GYM
clearevent EVENT_OLIVINE_GYM_JASMINE
readvar VAR_FACING
ifequal DOWN, .FacingDown
ifequal RIGHT, .FacingRight
applymovement OLIVINELIGHTHOUSE6F_JASMINE, OlivineLighthouseJasmineLeavesUpMovement
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disappear OLIVINELIGHTHOUSE6F_JASMINE
end
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.FacingDown:
applymovement OLIVINELIGHTHOUSE6F_JASMINE, OlivineLighthouseJasmineLeavesDownMovement
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disappear OLIVINELIGHTHOUSE6F_JASMINE
end
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.FacingRight:
applymovement OLIVINELIGHTHOUSE6F_JASMINE, OlivineLighthouseJasmineLeavesRightMovement
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disappear OLIVINELIGHTHOUSE6F_JASMINE
end
.Refused:
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writetext JasmineISeeText
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waitbutton
closetext
turnobject OLIVINELIGHTHOUSE6F_JASMINE, RIGHT
pause 15
turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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opentext
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writetext JasmineAmphyHangOnText
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waitbutton
closetext
end
.Unused: ; unreferenced
end
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OlivineLighthouseAmphy:
faceplayer
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opentext
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checkevent EVENT_JASMINE_RETURNED_TO_GYM
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iftrue .HealthyNow
writetext AmphyPalPalooText
setval AMPHAROS
special PlaySlowCry
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promptbutton
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writetext AmphyBreathingLaboredText
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waitbutton
closetext
end
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.HealthyNow:
writetext AmphyPaluPaluluText
cry AMPHAROS
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waitbutton
closetext
special FadeOutToWhite
special FadeInFromWhite
special FadeOutToWhite
special FadeInFromWhite
end
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OlivineLighthouse6FSuperPotion:
itemball SUPER_POTION
OlivineLighthouseJasmineLeavesUpMovement:
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slow_step UP
slow_step UP
slow_step RIGHT
slow_step UP
slow_step UP
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step_sleep 8
step_sleep 8
step_end
OlivineLighthouseJasmineLeavesDownMovement:
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slow_step DOWN
slow_step RIGHT
slow_step RIGHT
slow_step RIGHT
slow_step UP
slow_step RIGHT
slow_step RIGHT
slow_step RIGHT
step_end
OlivineLighthouseJasmineLeavesRightMovement:
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slow_step UP
slow_step UP
slow_step RIGHT
slow_step UP
slow_step UP
slow_step UP
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step_sleep 8
step_end
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JasmineCianwoodPharmacyText:
text "JASMINE: … This"
line "#MON always"
para "kept the sea lit"
line "at night."
para "…But it suddenly"
line "got sick… It's"
cont "gasping for air…"
para "…I understand"
line "that there is a"
para "wonderful PHARMACY"
line "in CIANWOOD…"
para "But that's across"
line "the sea…"
para "And I can't leave"
line "AMPHY unattended…"
done
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JasmineGetSomeMedicineText:
text "…May I ask you to"
line "get some medicine"
cont "for me? Please?"
done
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JasmineCureAmphyText:
text "JASMINE: …Will"
line "that medicine cure"
cont "AMPHY?"
done
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PlayerHandedSecretpotionText:
text "<PLAYER> handed the"
line "SECRETPOTION to"
cont "JASMINE."
done
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JasmineDontBeOffendedText:
text "JASMINE: …Um,"
line "please don't be"
cont "offended…"
para "…AMPHY will not"
line "take anything from"
cont "anyone but me…"
done
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JasmineAmphyHowAreYouFeelingText:
text "JASMINE: …"
para "AMPHY, how are you"
line "feeling?"
done
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JasmineThankYouText:
text "JASMINE: …Oh, I'm"
line "so relieved…"
para "This is just so"
line "wonderful…"
para "Thank you so very,"
line "very much."
para "…I will return to"
line "the GYM…"
done
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JasmineISeeText:
text "JASMINE: …I see…"
done
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JasmineAmphyHangOnText:
text "…AMPHY, hang on!"
done
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AmphyPalPalooText:
text "AMPHY: …"
line "…Pa… paloo…"
done
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AmphyBreathingLaboredText:
text "Its breathing is"
line "terribly labored…"
done
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AmphyPaluPaluluText:
text "AMPHY: Palu!"
line "Palulu!"
done
OlivineLighthouse6F_MapEvents:
db 0, 0 ; filler
def_warp_events
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warp_event 9, 15, OLIVINE_LIGHTHOUSE_5F, 1
warp_event 16, 5, OLIVINE_LIGHTHOUSE_5F, 6
warp_event 17, 5, OLIVINE_LIGHTHOUSE_5F, 7
def_coord_events
def_bg_events
def_object_events
object_event 8, 8, SPRITE_JASMINE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, OlivineLighthouseJasmine, EVENT_OLIVINE_LIGHTHOUSE_JASMINE
object_event 9, 8, SPRITE_MONSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, OlivineLighthouseAmphy, -1
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object_event 3, 4, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, OlivineLighthouse6FSuperPotion, EVENT_OLIVINE_LIGHTHOUSE_6F_SUPER_POTION