pokecrystal/maps/NewBarkTown.asm

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const_value set 2
const NEWBARKTOWN_TEACHER
const NEWBARKTOWN_FISHER
const NEWBARKTOWN_SILVER
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NewBarkTown_MapScriptHeader:
.MapTriggers:
db 2
; triggers
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maptrigger .Trigger0
maptrigger .Trigger1
.MapCallbacks:
db 1
; callbacks
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dbw MAPCALLBACK_NEWMAP, .FlyPoint
.Trigger0:
end
.Trigger1:
end
.FlyPoint:
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setflag ENGINE_FLYPOINT_NEW_BARK
clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM
return
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NewBarkTown_TeacherStopsYouTrigger1:
playmusic MUSIC_MOM
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spriteface NEWBARKTOWN_TEACHER, LEFT
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opentext
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writetext Text_WaitPlayer
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waitbutton
closetext
spriteface PLAYER, RIGHT
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou1_NBT
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opentext
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writetext Text_WhatDoYouThinkYoureDoing
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waitbutton
closetext
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follow NEWBARKTOWN_TEACHER, PLAYER
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack1_NBT
stopfollow
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opentext
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writetext Text_ItsDangerousToGoAlone
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waitbutton
closetext
special RestartMapMusic
end
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NewBarkTown_TeacherStopsYouTrigger2:
playmusic MUSIC_MOM
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spriteface NEWBARKTOWN_TEACHER, LEFT
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opentext
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writetext Text_WaitPlayer
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waitbutton
closetext
spriteface PLAYER, RIGHT
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou2_NBT
spriteface PLAYER, UP
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opentext
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writetext Text_WhatDoYouThinkYoureDoing
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waitbutton
closetext
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follow NEWBARKTOWN_TEACHER, PLAYER
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack2_NBT
stopfollow
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opentext
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writetext Text_ItsDangerousToGoAlone
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waitbutton
closetext
special RestartMapMusic
end
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NewBarkTownTeacherScript:
faceplayer
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opentext
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checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
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iftrue .CallMom
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checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
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iftrue .TellMomYoureLeaving
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checkevent EVENT_GOT_A_POKEMON_FROM_ELM
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iftrue .MonIsAdorable
writetext Text_GearIsImpressive
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waitbutton
closetext
end
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.MonIsAdorable:
writetext Text_YourMonIsAdorable
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waitbutton
closetext
end
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.TellMomYoureLeaving:
writetext Text_TellMomIfLeaving
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waitbutton
closetext
end
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.CallMom:
writetext Text_CallMomOnGear
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waitbutton
closetext
end
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NewBarkTownFisherScript:
jumptextfaceplayer Text_ElmDiscoveredNewMon
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NewBarkTownSilverScript:
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opentext
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writetext NewBarkTownRivalText1
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waitbutton
closetext
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spriteface NEWBARKTOWN_SILVER, LEFT
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opentext
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writetext NewBarkTownRivalText2
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waitbutton
closetext
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follow PLAYER, NEWBARKTOWN_SILVER
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applymovement PLAYER, Movement_SilverPushesYouAway_NBT
stopfollow
pause 5
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spriteface NEWBARKTOWN_SILVER, DOWN
pause 5
playsound SFX_TACKLE
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applymovement PLAYER, Movement_SilverShovesYouOut_NBT
applymovement NEWBARKTOWN_SILVER, Movement_SilverReturnsToTheShadows_NBT
end
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NewBarkTownSign:
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jumptext NewBarkTownSignText
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MapNewBarkTownSignpost1Script:
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jumptext PlayersHouseSignText
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MapNewBarkTownSignpost2Script:
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jumptext ElmsLabSignText
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MapNewBarkTownSignpost3Script:
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jumptext ElmsHouseSignText
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Movement_TeacherRunsToYou1_NBT:
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step LEFT
step LEFT
step LEFT
step LEFT
step_end
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Movement_TeacherRunsToYou2_NBT:
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step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
turn_head DOWN
step_end
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Movement_TeacherBringsYouBack1_NBT:
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step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
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Movement_TeacherBringsYouBack2_NBT:
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step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
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Movement_SilverPushesYouAway_NBT:
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turn_head UP
step DOWN
step_end
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Movement_SilverShovesYouOut_NBT:
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turn_head UP
fix_facing
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jump_step DOWN
remove_fixed_facing
step_end
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Movement_SilverReturnsToTheShadows_NBT:
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step RIGHT
step_end
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Text_GearIsImpressive:
text "Wow, your #GEAR"
line "is impressive!"
para "Did your mom get"
line "it for you?"
done
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Text_WaitPlayer:
text "Wait, <PLAY_G>!"
done
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Text_WhatDoYouThinkYoureDoing:
text "What do you think"
line "you're doing?"
done
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Text_ItsDangerousToGoAlone:
text "It's dangerous to"
line "go out without a"
cont "#MON!"
para "Wild #MON"
line "jump out of the"
para "grass on the way"
line "to the next town."
done
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Text_YourMonIsAdorable:
text "Oh! Your #MON"
line "is adorable!"
cont "I wish I had one!"
done
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Text_TellMomIfLeaving:
text "Hi, <PLAY_G>!"
line "Leaving again?"
para "You should tell"
line "your mom if you"
cont "are leaving."
done
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Text_CallMomOnGear:
text "Call your mom on"
line "your #GEAR to"
para "let her know how"
line "you're doing."
done
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Text_ElmDiscoveredNewMon:
text "Yo, <PLAYER>!"
para "I hear PROF.ELM"
line "discovered some"
cont "new #MON."
done
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NewBarkTownRivalText1:
text "<......>"
para "So this is the"
line "famous ELM #MON"
cont "LAB…"
done
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NewBarkTownRivalText2:
text "…What are you"
line "staring at?"
done
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NewBarkTownSignText:
text "NEW BARK TOWN"
para "The Town Where the"
line "Winds of a New"
cont "Beginning Blow"
done
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PlayersHouseSignText:
text "<PLAYER>'s House"
done
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ElmsLabSignText:
text "ELM #MON LAB"
done
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ElmsHouseSignText:
text "ELM'S HOUSE"
done
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NewBarkTown_MapEventHeader:
; filler
db 0, 0
.Warps:
db 4
warp_def $3, $6, 1, ELMS_LAB
warp_def $5, $d, 1, KRISS_HOUSE_1F
warp_def $b, $3, 1, KRISS_NEIGHBORS_HOUSE
warp_def $d, $b, 1, ELMS_HOUSE
.XYTriggers:
db 2
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xy_trigger 0, $8, $1, $0, NewBarkTown_TeacherStopsYouTrigger1, $0, $0
xy_trigger 0, $9, $1, $0, NewBarkTown_TeacherStopsYouTrigger2, $0, $0
.Signposts:
db 4
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signpost 8, 8, SIGNPOST_READ, NewBarkTownSign
signpost 5, 11, SIGNPOST_READ, MapNewBarkTownSignpost1Script
signpost 3, 3, SIGNPOST_READ, MapNewBarkTownSignpost2Script
signpost 13, 9, SIGNPOST_READ, MapNewBarkTownSignpost3Script
.PersonEvents:
db 3
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person_event SPRITE_TEACHER, 8, 6, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 1, -1, -1, 0, PERSONTYPE_SCRIPT, 0, NewBarkTownTeacherScript, -1
person_event SPRITE_FISHER, 9, 12, SPRITEMOVEDATA_WALK_UP_DOWN, 1, 0, -1, -1, (1 << 3) | PAL_OW_GREEN, PERSONTYPE_SCRIPT, 0, NewBarkTownFisherScript, -1
person_event SPRITE_SILVER, 2, 3, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, NewBarkTownSilverScript, EVENT_RIVAL_NEW_BARK_TOWN