pokecrystal/maps/PlayersHouse1F.asm

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const_def 2 ; object constants
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const PLAYERSHOUSE1F_MOM1
const PLAYERSHOUSE1F_MOM2
const PLAYERSHOUSE1F_MOM3
const PLAYERSHOUSE1F_MOM4
const PLAYERSHOUSE1F_POKEFAN_F
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PlayersHouse1F_MapScripts:
db 2 ; scene scripts
scene_script .DummyScene0 ; SCENE_DEFAULT
scene_script .DummyScene1 ; SCENE_FINISHED
db 0 ; callbacks
.DummyScene0:
end
.DummyScene1:
end
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MeetMomLeftScript:
setevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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MeetMomRightScript:
playmusic MUSIC_MOM
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showemote EMOTE_SHOCK, PLAYERSHOUSE1F_MOM1, 15
turnobject PLAYER, LEFT
checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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iffalse .OnRight
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applymovement PLAYERSHOUSE1F_MOM1, Movement_MomTurnsTowardPlayer
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jump MeetMomScript
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.OnRight:
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applymovement PLAYERSHOUSE1F_MOM1, Movement_MomWalksToPlayer
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MeetMomScript:
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opentext
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writetext Text_ElmsLookingForYou
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buttonsound
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stringtotext GearName, MEM_BUFFER_1
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scall PlayersHouse1FReceiveItemStd
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setflag ENGINE_POKEGEAR
setflag ENGINE_PHONE_CARD
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addcellnum PHONE_MOM
setscene SCENE_FINISHED
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setevent EVENT_PLAYERS_HOUSE_MOM_1
clearevent EVENT_PLAYERS_HOUSE_MOM_2
writetext Text_MomGivePokegear
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buttonsound
special SetDayOfWeek
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.SetDayOfWeek:
writetext Text_IsItDSTNow
yesorno
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iffalse .WrongDay
special InitialSetDSTFlag
yesorno
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iffalse .SetDayOfWeek
jump .DayOfWeekDone
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.WrongDay:
special InitialClearDSTFlag
yesorno
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iffalse .SetDayOfWeek
.DayOfWeekDone:
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writetext Text_ComeHomeForDST
yesorno
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iffalse .ExplainPhone
jump .KnowPhone
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.KnowPhone:
writetext Text_KnowThePhoneInstructions
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buttonsound
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jump .FinishPhone
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.ExplainPhone:
writetext Text_DontKnowThePhoneInstructions
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buttonsound
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jump .FinishPhone
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.FinishPhone:
writetext Text_PhoneInstructionsNext
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waitbutton
closetext
checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_1
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iftrue .FromRight
checkevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_2
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iffalse .FromLeft
jump .Finish
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.FromRight:
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applymovement PLAYERSHOUSE1F_MOM1, Movement_MomTurnsBack
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jump .Finish
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.FromLeft:
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applymovement PLAYERSHOUSE1F_MOM1, Movement_MomWalksBack
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jump .Finish
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.Finish:
special RestartMapMusic
turnobject PLAYERSHOUSE1F_MOM1, LEFT
end
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MeetMomTalkedScript:
playmusic MUSIC_MOM
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jump MeetMomScript
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GearName:
db "#GEAR@"
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PlayersHouse1FReceiveItemStd:
jumpstd receiveitem
end
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MomScript:
faceplayer
setevent EVENT_TEMPORARY_UNTIL_MAP_RELOAD_2
checkscene
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iffalse MeetMomTalkedScript ; SCENE_DEFAULT
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opentext
checkevent EVENT_FIRST_TIME_BANKING_WITH_MOM
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iftrue .FirstTimeBanking
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checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
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iftrue .BankOfMom
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checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
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iftrue .GaveMysteryEgg
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checkevent EVENT_GOT_A_POKEMON_FROM_ELM
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iftrue .GotAPokemon
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writetext Text_HurryUpElmIsWaiting
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waitbutton
closetext
end
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.GotAPokemon:
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writetext Text_AfterGotAMon
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waitbutton
closetext
end
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.FirstTimeBanking:
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writetext Text_ImBehindYou
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waitbutton
closetext
end
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.GaveMysteryEgg:
setevent EVENT_FIRST_TIME_BANKING_WITH_MOM
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.BankOfMom:
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setevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
special BankOfMom
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waitbutton
closetext
end
NeighborScript:
faceplayer
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opentext
checktime MORN
iftrue .MornScript
checktime DAY
iftrue .DayScript
checktime NITE
iftrue .NiteScript
.MornScript:
writetext NeighborMornIntroText
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buttonsound
jump .Main
.DayScript:
writetext NeighborDayIntroText
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buttonsound
jump .Main
.NiteScript:
writetext NeighborNiteIntroText
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buttonsound
jump .Main
.Main:
writetext NeighborText
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waitbutton
closetext
turnobject PLAYERSHOUSE1F_POKEFAN_F, RIGHT
end
TVScript:
jumptext TVText
StoveScript:
jumptext StoveText
SinkScript:
jumptext SinkText
FridgeScript:
jumptext FridgeText
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Movement_MomTurnsTowardPlayer:
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turn_head RIGHT
step_end
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Movement_MomWalksToPlayer:
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slow_step RIGHT
step_end
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Movement_MomTurnsBack:
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turn_head LEFT
step_end
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Movement_MomWalksBack:
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slow_step LEFT
step_end
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Text_ElmsLookingForYou:
text "Oh, <PLAYER>…! Our"
line "neighbor, PROF."
para "ELM, was looking"
line "for you."
para "He said he wanted"
line "you to do some-"
cont "thing for him."
para "Oh! I almost for-"
line "got! Your #MON"
para "GEAR is back from"
line "the repair shop."
para "Here you go!"
done
Text_MomGivePokegear:
text "#MON GEAR, or"
line "just #GEAR."
para "It's essential if"
line "you want to be a"
cont "good trainer."
para "Oh, the day of the"
line "week isn't set."
para "You mustn't forget"
line "that!"
done
Text_IsItDSTNow:
text "Is it Daylight"
line "Saving Time now?"
done
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Text_ComeHomeForDST:
text "Come home to"
line "adjust your clock"
para "for Daylight"
line "Saving Time."
para "By the way, do you"
line "know how to use"
cont "the PHONE?"
done
Text_KnowThePhoneInstructions:
text "Don't you just"
line "turn the #GEAR"
para "on and select the"
line "PHONE icon?"
done
Text_DontKnowThePhoneInstructions:
text "I'll read the"
line "instructions."
para "Turn the #GEAR"
line "on and select the"
cont "PHONE icon."
done
Text_PhoneInstructionsNext:
text "Phone numbers are"
line "stored in memory."
para "Just choose a name"
line "you want to call."
para "Gee, isn't that"
line "convenient?"
done
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Text_HurryUpElmIsWaiting:
text "PROF.ELM is wait-"
line "ing for you."
para "Hurry up, baby!"
done
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Text_AfterGotAMon:
text "So, what was PROF."
line "ELM's errand?"
para "…"
para "That does sound"
line "challenging."
para "But, you should be"
line "proud that people"
cont "rely on you."
done
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Text_ImBehindYou:
text "<PLAYER>, do it!"
para "I'm behind you all"
line "the way!"
done
NeighborMornIntroText:
text "Good morning,"
line "<PLAY_G>!"
para "I'm visiting!"
done
NeighborDayIntroText:
text "Hello, <PLAY_G>!"
line "I'm visiting!"
done
NeighborNiteIntroText:
text "Good evening,"
line "<PLAY_G>!"
para "I'm visiting!"
done
NeighborText:
text "<PLAY_G>, have you"
line "heard?"
para "My daughter is"
line "adamant about"
para "becoming PROF."
line "ELM's assistant."
para "She really loves"
line "#MON!"
done
StoveText:
text "Mom's specialty!"
para "CINNABAR VOLCANO"
line "BURGER!"
done
SinkText:
text "The sink is spot-"
line "less. Mom likes it"
cont "clean."
done
FridgeText:
text "Let's see what's"
line "in the fridge…"
para "FRESH WATER and"
line "tasty LEMONADE!"
done
TVText:
text "There's a movie on"
line "TV: Stars dot the"
para "sky as two boys"
line "ride on a train…"
para "I'd better get"
line "rolling too!"
done
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PlayersHouse1F_MapEvents:
db 0, 0 ; filler
db 3 ; warp events
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warp_event 6, 7, NEW_BARK_TOWN, 2
warp_event 7, 7, NEW_BARK_TOWN, 2
warp_event 9, 0, PLAYERS_HOUSE_2F, 1
db 2 ; coord events
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coord_event 8, 4, SCENE_DEFAULT, MeetMomLeftScript
coord_event 9, 4, SCENE_DEFAULT, MeetMomRightScript
db 4 ; bg events
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bg_event 0, 1, BGEVENT_READ, StoveScript
bg_event 1, 1, BGEVENT_READ, SinkScript
bg_event 2, 1, BGEVENT_READ, FridgeScript
bg_event 4, 1, BGEVENT_READ, TVScript
db 5 ; object events
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object_event 7, 4, SPRITE_MOM, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_1
object_event 2, 2, SPRITE_MOM, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, MORN, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
object_event 7, 4, SPRITE_MOM, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, DAY, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
object_event 0, 2, SPRITE_MOM, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, NITE, 0, OBJECTTYPE_SCRIPT, 0, MomScript, EVENT_PLAYERS_HOUSE_MOM_2
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object_event 4, 4, SPRITE_POKEFAN_F, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, NeighborScript, EVENT_PLAYERS_HOUSE_1F_NEIGHBOR