pokecrystal/maps/ElmsLab.asm

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const_value set 2
const ELMSLAB_ELM
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const ELMSLAB_ELMS_AIDE
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const ELMSLAB_POKE_BALL1
const ELMSLAB_POKE_BALL2
const ELMSLAB_POKE_BALL3
const ELMSLAB_OFFICER
ElmsLab_MapScripts:
db 6 ; scene scripts
scene_script .MeetElm
scene_script .DummyScene1
scene_script .DummyScene2
scene_script .DummyScene3
scene_script .DummyScene4
scene_script .DummyScene5
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db 1 ; callbacks
callback MAPCALLBACK_OBJECTS, .MoveElmCallback
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.MeetElm:
priorityjump .WalkUpToElm
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end
.DummyScene1:
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end
.DummyScene2:
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end
.DummyScene3:
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end
.DummyScene4:
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end
.DummyScene5:
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end
.MoveElmCallback:
checkscene
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iftrue .Skip
moveobject ELMSLAB_ELM, 3, 4
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.Skip:
return
.WalkUpToElm:
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applymovement PLAYER, ElmsLab_WalkUpToElmMovement
showemote EMOTE_SHOCK, ELMSLAB_ELM, 15
spriteface ELMSLAB_ELM, RIGHT
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opentext
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writetext ElmText_Intro
.MustSayYes:
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yesorno
iftrue .ElmGetsEmail
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writetext ElmText_Refused
jump .MustSayYes
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.ElmGetsEmail:
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writetext ElmText_Accepted
buttonsound
writetext ElmText_ResearchAmbitions
waitbutton
closetext
playsound SFX_GLASS_TING
pause 30
showemote EMOTE_SHOCK, ELMSLAB_ELM, 10
spriteface ELMSLAB_ELM, DOWN
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opentext
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writetext ElmText_GotAnEmail
waitbutton
closetext
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opentext
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spriteface ELMSLAB_ELM, RIGHT
writetext ElmText_MissionFromMrPokemon
waitbutton
closetext
applymovement ELMSLAB_ELM, ElmsLab_ElmToDefaultPositionMovement1
spriteface PLAYER, UP
applymovement ELMSLAB_ELM, ElmsLab_ElmToDefaultPositionMovement2
spriteface PLAYER, RIGHT
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opentext
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writetext ElmText_ChooseAPokemon
waitbutton
setscene 1
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closetext
end
ProfElmScript:
faceplayer
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opentext
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checkevent EVENT_GOT_SS_TICKET_FROM_ELM
iftrue ElmCheckMasterBall
checkevent EVENT_BEAT_ELITE_FOUR
iftrue ElmGiveTicketScript
ElmCheckMasterBall:
checkevent EVENT_GOT_MASTER_BALL_FROM_ELM
iftrue ElmCheckEverstone
checkflag ENGINE_RISINGBADGE
iftrue ElmGiveMasterBallScript
ElmCheckEverstone:
checkevent EVENT_GOT_EVERSTONE_FROM_ELM
iftrue ElmScript_CallYou
checkevent EVENT_SHOWED_TOGEPI_TO_ELM
iftrue ElmGiveEverstoneScript
checkevent EVENT_TOLD_ELM_ABOUT_TOGEPI_OVER_THE_PHONE
iffalse ElmCheckTogepiEgg
writebyte TOGEPI
special FindPartyMonThatSpeciesYourTrainerID
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iftrue ShowElmTogepiScript
writebyte TOGETIC
special FindPartyMonThatSpeciesYourTrainerID
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iftrue ShowElmTogepiScript
writetext UnknownText_0x79a40
waitbutton
closetext
end
ElmEggHatchedScript:
writebyte TOGEPI
special FindPartyMonThatSpeciesYourTrainerID
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iftrue ShowElmTogepiScript
writebyte TOGETIC
special FindPartyMonThatSpeciesYourTrainerID
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iftrue ShowElmTogepiScript
jump ElmCheckGotEggAgain
ElmCheckTogepiEgg:
checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE
iffalse ElmCheckGotEggAgain
checkevent EVENT_TOGEPI_HATCHED
iftrue ElmEggHatchedScript
ElmCheckGotEggAgain:
checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE ; why are we checking it again?
iftrue ElmWaitingEggHatchScript
checkflag ENGINE_ZEPHYRBADGE
iftrue ElmAideHasEggScript
checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
iftrue ElmStudyingEggScript
checkevent EVENT_GOT_MYSTERY_EGG_FROM_MR_POKEMON
iftrue ElmAfterTheftScript
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue ElmDescribesMrPokemonScript
writetext ElmText_LetYourMonBattleIt
waitbutton
closetext
end
LabTryToLeaveScript:
spriteface ELMSLAB_ELM, DOWN
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opentext
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writetext LabWhereGoingText
waitbutton
closetext
applymovement PLAYER, MovementData_0x78f70
end
CyndaquilPokeBallScript:
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue LookAtElmPokeBallScript
spriteface ELMSLAB_ELM, DOWN
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refreshscreen
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pokepic CYNDAQUIL
cry CYNDAQUIL
waitbutton
closepokepic
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opentext
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writetext TakeCyndaquilText
yesorno
iffalse DidntChooseStarterScript
disappear ELMSLAB_POKE_BALL1
setevent EVENT_GOT_CYNDAQUIL_FROM_ELM
writetext ChoseStarterText
buttonsound
waitsfx
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pokenamemem CYNDAQUIL, MEM_BUFFER_0
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writetext ReceivedStarterText
playsound SFX_CAUGHT_MON
waitsfx
buttonsound
givepoke CYNDAQUIL, 5, BERRY
closetext
checkcode VAR_FACING
if_equal RIGHT, ElmDirectionsScript
applymovement PLAYER, AfterCyndaquilMovement
jump ElmDirectionsScript
TotodilePokeBallScript:
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue LookAtElmPokeBallScript
spriteface ELMSLAB_ELM, DOWN
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refreshscreen
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pokepic TOTODILE
cry TOTODILE
waitbutton
closepokepic
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opentext
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writetext TakeTotodileText
yesorno
iffalse DidntChooseStarterScript
disappear ELMSLAB_POKE_BALL2
setevent EVENT_GOT_TOTODILE_FROM_ELM
writetext ChoseStarterText
buttonsound
waitsfx
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pokenamemem TOTODILE, MEM_BUFFER_0
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writetext ReceivedStarterText
playsound SFX_CAUGHT_MON
waitsfx
buttonsound
givepoke TOTODILE, 5, BERRY
closetext
applymovement PLAYER, AfterTotodileMovement
jump ElmDirectionsScript
ChikoritaPokeBallScript:
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue LookAtElmPokeBallScript
spriteface ELMSLAB_ELM, DOWN
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refreshscreen
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pokepic CHIKORITA
cry CHIKORITA
waitbutton
closepokepic
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opentext
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writetext TakeChikoritaText
yesorno
iffalse DidntChooseStarterScript
disappear ELMSLAB_POKE_BALL3
setevent EVENT_GOT_CHIKORITA_FROM_ELM
writetext ChoseStarterText
buttonsound
waitsfx
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pokenamemem CHIKORITA, MEM_BUFFER_0
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writetext ReceivedStarterText
playsound SFX_CAUGHT_MON
waitsfx
buttonsound
givepoke CHIKORITA, 5, BERRY
closetext
applymovement PLAYER, AfterChikoritaMovement
jump ElmDirectionsScript
DidntChooseStarterScript:
writetext DidntChooseStarterText
waitbutton
closetext
end
ElmDirectionsScript:
spriteface PLAYER, UP
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opentext
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writetext ElmDirectionsText1
waitbutton
closetext
addcellnum PHONE_ELM
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opentext
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writetext GotElmsNumberText
playsound SFX_REGISTER_PHONE_NUMBER
waitsfx
waitbutton
closetext
spriteface ELMSLAB_ELM, LEFT
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opentext
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writetext ElmDirectionsText2
waitbutton
closetext
spriteface ELMSLAB_ELM, DOWN
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opentext
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writetext ElmDirectionsText3
waitbutton
closetext
setevent EVENT_GOT_A_POKEMON_FROM_ELM
setevent EVENT_RIVAL_CHERRYGROVE_CITY
setscene 5
setmapscene NEW_BARK_TOWN, 1
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end
ElmDescribesMrPokemonScript:
writetext ElmDescribesMrPokemonText
waitbutton
closetext
end
LookAtElmPokeBallScript:
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opentext
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writetext ElmPokeBallText
waitbutton
closetext
end
ElmsLabHealingMachine:
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opentext
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checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue .CanHeal
writetext ElmsLabHealingMachineText1
waitbutton
closetext
end
.CanHeal:
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writetext ElmsLabHealingMachineText2
yesorno
iftrue ElmsLabHealingMachine_HealParty
closetext
end
ElmsLabHealingMachine_HealParty:
special StubbedTrainerRankings_Healings
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special HealParty
playmusic MUSIC_NONE
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writebyte HEALMACHINE_ELMS_LAB
special HealMachineAnim
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pause 30
special RestartMapMusic
closetext
end
ElmAfterTheftDoneScript:
waitbutton
closetext
end
ElmAfterTheftScript:
writetext ElmAfterTheftText1
checkitem MYSTERY_EGG
iffalse ElmAfterTheftDoneScript
buttonsound
writetext ElmAfterTheftText2
waitbutton
takeitem MYSTERY_EGG
scall ElmJumpBackScript1
writetext ElmAfterTheftText3
waitbutton
scall ElmJumpBackScript2
writetext ElmAfterTheftText4
buttonsound
writetext ElmAfterTheftText5
buttonsound
setevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
setflag ENGINE_BUG_CONTEST_ON
setmapscene ROUTE_29, 1
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clearevent EVENT_ROUTE_30_YOUNGSTER_JOEY
setevent EVENT_ROUTE_30_BATTLE
writetext ElmAfterTheftText6
waitbutton
closetext
setscene 6
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end
ElmStudyingEggScript:
writetext ElmStudyingEggText
waitbutton
closetext
end
ElmAideHasEggScript:
writetext ElmAideHasEggText
waitbutton
closetext
end
ElmWaitingEggHatchScript:
writetext ElmWaitingEggHatchText
waitbutton
closetext
end
ShowElmTogepiScript:
writetext ShowElmTogepiText1
waitbutton
closetext
showemote EMOTE_SHOCK, ELMSLAB_ELM, 15
setevent EVENT_SHOWED_TOGEPI_TO_ELM
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opentext
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writetext ShowElmTogepiText2
buttonsound
writetext ShowElmTogepiText3
buttonsound
ElmGiveEverstoneScript:
writetext ElmGiveEverstoneText1
buttonsound
verbosegiveitem EVERSTONE
iffalse ElmScript_NoRoomForEverstone
writetext ElmGiveEverstoneText2
waitbutton
closetext
setevent EVENT_GOT_EVERSTONE_FROM_ELM
end
ElmScript_CallYou:
writetext ElmText_CallYou
waitbutton
ElmScript_NoRoomForEverstone:
closetext
end
ElmGiveMasterBallScript:
writetext ElmGiveMasterBallText1
buttonsound
verbosegiveitem MASTER_BALL
iffalse .notdone
setevent EVENT_GOT_MASTER_BALL_FROM_ELM
writetext ElmGiveMasterBallText2
waitbutton
.notdone
closetext
end
ElmGiveTicketScript:
writetext ElmGiveTicketText1
buttonsound
verbosegiveitem S_S_TICKET
setevent EVENT_GOT_SS_TICKET_FROM_ELM
writetext ElmGiveTicketText2
waitbutton
closetext
end
ElmJumpBackScript1:
closetext
checkcode VAR_FACING
if_equal DOWN, ElmJumpDownScript
if_equal UP, ElmJumpUpScript
if_equal LEFT, ElmJumpLeftScript
if_equal RIGHT, ElmJumpRightScript
end
ElmJumpBackScript2:
closetext
checkcode VAR_FACING
if_equal DOWN, ElmJumpUpScript
if_equal UP, ElmJumpDownScript
if_equal LEFT, ElmJumpRightScript
if_equal RIGHT, ElmJumpLeftScript
end
ElmJumpUpScript:
applymovement ELMSLAB_ELM, ElmJumpUpMovement
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opentext
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end
ElmJumpDownScript:
applymovement ELMSLAB_ELM, ElmJumpDownMovement
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opentext
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end
ElmJumpLeftScript:
applymovement ELMSLAB_ELM, ElmJumpLeftMovement
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opentext
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end
ElmJumpRightScript:
applymovement ELMSLAB_ELM, ElmJumpRightMovement
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opentext
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end
AideScript_WalkPotions1:
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applymovement ELMSLAB_ELMS_AIDE, AideWalksRight1
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spriteface PLAYER, DOWN
scall AideScript_GivePotions
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applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft1
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end
AideScript_WalkPotions2:
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applymovement ELMSLAB_ELMS_AIDE, AideWalksRight2
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spriteface PLAYER, DOWN
scall AideScript_GivePotions
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applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft2
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end
AideScript_GivePotions:
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opentext
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writetext AideText_GiveYouPotions
buttonsound
verbosegiveitem POTION
writetext AideText_AlwaysBusy
waitbutton
closetext
setscene 2
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end
AideScript_WalkBalls1:
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applymovement ELMSLAB_ELMS_AIDE, AideWalksRight1
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spriteface PLAYER, DOWN
scall AideScript_GiveYouBalls
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applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft1
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end
AideScript_WalkBalls2:
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applymovement ELMSLAB_ELMS_AIDE, AideWalksRight2
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spriteface PLAYER, DOWN
scall AideScript_GiveYouBalls
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applymovement ELMSLAB_ELMS_AIDE, AideWalksLeft2
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end
AideScript_GiveYouBalls:
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opentext
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writetext AideText_GiveYouBalls
buttonsound
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itemtotext POKE_BALL, MEM_BUFFER_1
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scall AideScript_ReceiveTheBalls
giveitem POKE_BALL, 5
writetext AideText_ExplainBalls
buttonsound
itemnotify
closetext
setscene 2
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end
AideScript_ReceiveTheBalls:
jumpstd receiveitem
end
ElmsAideScript:
faceplayer
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opentext
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checkevent EVENT_GOT_TOGEPI_EGG_FROM_ELMS_AIDE
iftrue AideScript_AfterTheft
checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
iftrue AideScript_ExplainBalls
checkevent EVENT_GOT_MYSTERY_EGG_FROM_MR_POKEMON
iftrue AideScript_TheftTestimony
writetext AideText_AlwaysBusy
waitbutton
closetext
end
AideScript_TheftTestimony:
writetext AideText_TheftTestimony
waitbutton
closetext
end
AideScript_ExplainBalls:
writetext AideText_ExplainBalls
waitbutton
closetext
end
AideScript_AfterTheft:
writetext AideText_AfterTheft
waitbutton
closetext
end
MeetCopScript2:
applymovement PLAYER, MeetCopScript2_StepLeft
MeetCopScript:
applymovement PLAYER, MeetCopScript_WalkUp
CopScript:
spriteface ELMSLAB_OFFICER, LEFT
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opentext
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writetext ElmsLabOfficerText1
buttonsound
special NameRival
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writetext ElmsLabOfficerText2
waitbutton
closetext
applymovement ELMSLAB_OFFICER, OfficerLeavesMovement
disappear ELMSLAB_OFFICER
setscene 2
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end
ElmsLabWindow:
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opentext
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checkflag ENGINE_FLYPOINT_VIOLET
iftrue .Normal
checkevent EVENT_ELM_CALLED_ABOUT_STOLEN_POKEMON
iftrue .BreakIn
jump .Normal
.BreakIn:
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writetext ElmsLabWindowText2
waitbutton
closetext
end
.Normal:
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writetext ElmsLabWindowText1
waitbutton
closetext
end
ElmsLabTravelTip1:
jumptext ElmsLabTravelTip1Text
ElmsLabTravelTip2:
jumptext ElmsLabTravelTip2Text
ElmsLabTravelTip3:
jumptext ElmsLabTravelTip3Text
ElmsLabTravelTip4:
jumptext ElmsLabTravelTip4Text
ElmsLabTrashcan:
jumptext ElmsLabTrashcanText
ElmsLabPC:
jumptext ElmsLabPCText
ElmsLabTrashcan2:
; unused
jumpstd trashcan
ElmsLabBookshelf:
jumpstd difficultbookshelf
ElmsLab_WalkUpToElmMovement:
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step UP
step UP
step UP
step UP
step UP
step UP
step UP
turn_head LEFT
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step_end
MovementData_0x78f70:
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step UP
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step_end
MeetCopScript2_StepLeft:
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step LEFT
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step_end
MeetCopScript_WalkUp:
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step UP
step UP
turn_head RIGHT
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step_end
OfficerLeavesMovement:
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step DOWN
step DOWN
step DOWN
step DOWN
step DOWN
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step_end
AideWalksRight1:
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step RIGHT
step RIGHT
turn_head UP
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step_end
AideWalksRight2:
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step RIGHT
step RIGHT
step RIGHT
turn_head UP
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step_end
AideWalksLeft1:
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step LEFT
step LEFT
turn_head DOWN
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step_end
AideWalksLeft2:
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step LEFT
step LEFT
step LEFT
turn_head DOWN
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step_end
ElmJumpUpMovement:
fix_facing
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big_step UP
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remove_fixed_facing
step_end
ElmJumpDownMovement:
fix_facing
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big_step DOWN
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remove_fixed_facing
step_end
ElmJumpLeftMovement:
fix_facing
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big_step LEFT
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remove_fixed_facing
step_end
ElmJumpRightMovement:
fix_facing
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big_step RIGHT
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remove_fixed_facing
step_end
ElmsLab_ElmToDefaultPositionMovement1:
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step UP
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step_end
ElmsLab_ElmToDefaultPositionMovement2:
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step RIGHT
step RIGHT
step UP
turn_head DOWN
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step_end
AfterCyndaquilMovement:
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step LEFT
step UP
turn_head UP
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step_end
AfterTotodileMovement:
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step LEFT
step LEFT
step UP
turn_head UP
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step_end
AfterChikoritaMovement:
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step LEFT
step LEFT
step LEFT
step UP
turn_head UP
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step_end
ElmText_Intro:
text "ELM: <PLAY_G>!"
line "There you are!"
para "I needed to ask"
line "you a favor."
para "I'm conducting new"
line "#MON research"
para "right now. I was"
line "wondering if you"
para "could help me with"
line "it, <PLAY_G>."
para "You see…"
para "I'm writing a"
line "paper that I want"
para "to present at a"
line "conference."
para "But there are some"
line "things I don't"
para "quite understand"
line "yet."
para "So!"
para "I'd like you to"
line "raise a #MON"
para "that I recently"
line "caught."
done
ElmText_Accepted:
text "Thanks, <PLAY_G>!"
para "You're a great"
line "help!"
done
ElmText_Refused:
text "But… Please, I"
line "need your help!"
done
ElmText_ResearchAmbitions:
text "When I announce my"
line "findings, I'm sure"
para "we'll delve a bit"
line "deeper into the"
para "many mysteries of"
line "#MON."
para "You can count on"
line "it!"
done
ElmText_GotAnEmail:
text "Oh, hey! I got an"
line "e-mail!"
2018-01-19 07:30:19 +00:00
para "<……><……><……>"
2015-11-30 03:29:45 +00:00
line "Hm… Uh-huh…"
para "Okay…"
done
ElmText_MissionFromMrPokemon:
text "Hey, listen."
para "I have an acquain-"
line "tance called MR."
cont "#MON."
para "He keeps finding"
line "weird things and"
para "raving about his"
line "discoveries."
para "Anyway, I just got"
line "an e-mail from him"
para "saying that this"
line "time it's real."
para "It is intriguing,"
line "but we're busy"
para "with our #MON"
line "research…"
para "Wait!"
para "I know!"
para "<PLAY_G>, can you"
line "go in our place?"
done
ElmText_ChooseAPokemon:
text "I want you to"
line "raise one of the"
para "#MON contained"
line "in these BALLS."
para "You'll be that"
line "#MON's first"
cont "partner, <PLAY_G>!"
para "Go on. Pick one!"
done
ElmText_LetYourMonBattleIt:
text "If a wild #MON"
line "appears, let your"
cont "#MON battle it!"
done
LabWhereGoingText:
text "ELM: Wait! Where"
line "are you going?"
done
TakeCyndaquilText:
text "ELM: You'll take"
line "CYNDAQUIL, the"
cont "fire #MON?"
done
TakeTotodileText:
text "ELM: Do you want"
line "TOTODILE, the"
cont "water #MON?"
done
TakeChikoritaText:
text "ELM: So, you like"
line "CHIKORITA, the"
cont "grass #MON?"
done
DidntChooseStarterText:
text "ELM: Think it over"
line "carefully."
para "Your partner is"
line "important."
done
ChoseStarterText:
text "ELM: I think"
line "that's a great"
cont "#MON too!"
done
ReceivedStarterText:
text "<PLAYER> received"
line "@"
text_from_ram StringBuffer3
text "!"
done
ElmDirectionsText1:
text "MR.#MON lives a"
line "little bit beyond"
para "CHERRYGROVE, the"
line "next city over."
para "It's almost a"
line "direct route"
para "there, so you"
line "can't miss it."
para "But just in case,"
line "here's my phone"
para "number. Call me if"
line "anything comes up!"
done
ElmDirectionsText2:
text "If your #MON is"
line "hurt, you should"
para "heal it with this"
line "machine."
para "Feel free to use"
line "it anytime."
done
ElmDirectionsText3:
text "<PLAY_G>, I'm"
line "counting on you!"
done
GotElmsNumberText:
text "<PLAYER> got ELM's"
line "phone number."
done
ElmDescribesMrPokemonText:
text "MR.#MON goes"
line "everywhere and"
cont "finds rarities."
para "Too bad they're"
line "just rare and"
cont "not very useful…"
done
ElmPokeBallText:
text "It contains a"
line "#MON caught by"
cont "PROF.ELM."
done
ElmsLabHealingMachineText1:
text "I wonder what this"
line "does?"
done
ElmsLabHealingMachineText2:
text "Would you like to"
line "heal your #MON?"
done
ElmAfterTheftText1:
text "ELM: <PLAY_G>, this"
line "is terrible…"
para "Oh, yes, what was"
line "MR.#MON's big"
cont "discovery?"
done
ElmAfterTheftText2:
text "<PLAYER> handed"
line "the MYSTERY EGG to"
cont "PROF.ELM."
done
ElmAfterTheftText3:
text "ELM: This?"
done
ElmAfterTheftText4:
text "But… Is it a"
line "#MON EGG?"
para "If it is, it is a"
line "great discovery!"
done
ElmAfterTheftText5:
text "ELM: What?!?"
para "PROF.OAK gave you"
line "a #DEX?"
para "<PLAY_G>, is that"
line "true? Th-that's"
cont "incredible!"
para "He is superb at"
line "seeing the poten-"
cont "tial of people as"
cont "trainers."
para "Wow, <PLAY_G>. You"
line "may have what it"
para "takes to become"
line "the CHAMPION."
para "You seem to be"
line "getting on great"
cont "with #MON too."
para "You should take"
line "the #MON GYM"
cont "challenge."
para "The closest GYM"
line "would be the one"
cont "in VIOLET CITY."
done
ElmAfterTheftText6:
text "…<PLAY_G>. The"
line "road to the"
para "championship will"
line "be a long one."
para "Before you leave,"
line "make sure that you"
cont "talk to your mom."
done
ElmStudyingEggText:
text "ELM: Don't give"
line "up! I'll call if"
para "I learn anything"
line "about that EGG!"
done
ElmAideHasEggText:
text "ELM: <PLAY_G>?"
line "Didn't you meet my"
cont "assistant?"
para "He should have met"
line "you with the EGG"
para "at VIOLET CITY's"
line "#MON CENTER."
para "You must have just"
line "missed him. Try to"
cont "catch him there."
done
ElmWaitingEggHatchText:
text "ELM: Hey, has that"
line "EGG changed any?"
done
UnknownText_0x79a40:
text "<PLAY_G>? I thought"
line "the EGG hatched."
para "Where is the"
line "#MON?"
done
ShowElmTogepiText1:
text "ELM: <PLAY_G>, you"
line "look great!"
done
ShowElmTogepiText2:
text "What?"
line "That #MON!?!"
done
ShowElmTogepiText3:
text "The EGG hatched!"
line "So, #MON are"
cont "born from EGGS…"
para "No, perhaps not"
line "all #MON are."
para "Wow, there's still"
line "a lot of research"
cont "to be done."
done
ElmGiveEverstoneText1:
text "Thanks, <PLAY_G>!"
line "You're helping"
para "unravel #MON"
line "mysteries for us!"
para "I want you to have"
line "this as a token of"
cont "our appreciation."
done
ElmGiveEverstoneText2:
text "That's an"
line "EVERSTONE."
para "Some species of"
line "#MON evolve"
para "when they grow to"
line "certain levels."
para "A #MON holding"
line "the EVERSTONE"
cont "won't evolve."
para "Give it to a #-"
line "MON you don't want"
cont "to evolve."
done
ElmText_CallYou:
text "ELM: <PLAY_G>, I'll"
line "call you if any-"
cont "thing comes up."
done
AideText_AfterTheft:
text "…sigh… That"
line "stolen #MON."
para "I wonder how it's"
line "doing."
para "They say a #MON"
line "raised by a bad"
para "person turns bad"
line "itself."
done
ElmGiveMasterBallText1:
text "ELM: Hi, <PLAY_G>!"
line "Thanks to you, my"
para "research is going"
line "great!"
para "Take this as a"
line "token of my"
cont "appreciation."
done
ElmGiveMasterBallText2:
text "The MASTER BALL is"
line "the best!"
para "It's the ultimate"
line "BALL! It'll catch"
para "any #MON with-"
line "out fail."
para "It's given only to"
line "recognized #MON"
cont "researchers."
para "I think you can"
line "make much better"
para "use of it than I"
line "can, <PLAY_G>!"
done
ElmGiveTicketText1:
text "ELM: <PLAY_G>!"
line "There you are!"
para "I called because I"
line "have something for"
cont "you."
para "See? It's an"
line "S.S.TICKET."
para "Now you can catch"
line "#MON in KANTO."
done
ElmGiveTicketText2:
text "The ship departs"
line "from OLIVINE CITY."
para "But you knew that"
line "already, <PLAY_G>."
para "After all, you've"
line "traveled all over"
cont "with your #MON."
para "Give my regards to"
line "PROF.OAK in KANTO!"
done
ElmsLabSignpostText_Egg:
text "It's the #MON"
line "EGG being studied"
cont "by PROF.ELM."
done
AideText_GiveYouPotions:
text "<PLAY_G>, I want"
line "you to have this"
cont "for your errand."
done
AideText_AlwaysBusy:
text "There are only two"
line "of us, so we're"
cont "always busy."
done
AideText_TheftTestimony:
text "There was a loud"
line "noise outside…"
para "When we went to"
line "look, someone"
cont "stole a #MON."
para "It's unbelievable"
line "that anyone would"
cont "do that!"
para "…sigh… That"
line "stolen #MON."
para "I wonder how it's"
line "doing."
para "They say a #MON"
line "raised by a bad"
para "person turns bad"
line "itself."
done
AideText_GiveYouBalls:
text "<PLAY_G>!"
para "Use these on your"
line "#DEX quest!"
done
AideText_ExplainBalls:
text "To add to your"
line "#DEX, you have"
cont "to catch #MON."
para "Throw # BALLS"
line "at wild #MON"
cont "to get them."
done
ElmsLabOfficerText1:
text "I heard a #MON"
line "was stolen here…"
para "I was just getting"
line "some information"
cont "from PROF.ELM."
para "Apparently, it was"
line "a young male with"
cont "long, red hair…"
para "What?"
para "You battled a"
line "trainer like that?"
para "Did you happen to"
line "get his name?"
done
ElmsLabOfficerText2:
text "OK! So <RIVAL>"
line "was his name."
para "Thanks for helping"
line "my investigation!"
done
ElmsLabWindowText1:
text "The window's open."
para "A pleasant breeze"
line "is blowing in."
done
ElmsLabWindowText2:
text "He broke in"
line "through here!"
done
ElmsLabTravelTip1Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 1:"
para "Press START to"
line "open the MENU."
done
ElmsLabTravelTip2Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 2:"
para "Record your trip"
line "with SAVE!"
done
ElmsLabTravelTip3Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 3:"
para "Open your PACK and"
line "press SELECT to"
cont "move items."
done
ElmsLabTravelTip4Text:
text "<PLAYER> opened a"
line "book."
para "Travel Tip 4:"
para "Check your #MON"
line "moves. Press the"
para "A Button to switch"
line "moves."
done
ElmsLabTrashcanText:
text "The wrapper from"
line "the snack PROF.ELM"
cont "ate is in there…"
done
ElmsLabPCText:
text "OBSERVATIONS ON"
line "#MON EVOLUTION"
para "…It says on the"
line "screen…"
done
ElmsLab_MapEvents:
db 0, 0 ; filler
2015-11-30 03:29:45 +00:00
db 2 ; warp events
warp_event 4, 11, 1, NEW_BARK_TOWN
warp_event 5, 11, 1, NEW_BARK_TOWN
2015-11-30 03:29:45 +00:00
db 8 ; coord events
coord_event 4, 6, 1, LabTryToLeaveScript
coord_event 5, 6, 1, LabTryToLeaveScript
coord_event 4, 5, 3, MeetCopScript
coord_event 5, 5, 3, MeetCopScript2
coord_event 4, 8, 5, AideScript_WalkPotions1
coord_event 5, 8, 5, AideScript_WalkPotions2
coord_event 4, 8, 6, AideScript_WalkBalls1
coord_event 5, 8, 6, AideScript_WalkBalls2
db 16 ; bg events
bg_event 2, 1, BGEVENT_READ, ElmsLabHealingMachine
bg_event 6, 1, BGEVENT_READ, ElmsLabBookshelf
bg_event 7, 1, BGEVENT_READ, ElmsLabBookshelf
bg_event 8, 1, BGEVENT_READ, ElmsLabBookshelf
bg_event 9, 1, BGEVENT_READ, ElmsLabBookshelf
bg_event 0, 7, BGEVENT_READ, ElmsLabTravelTip1
bg_event 1, 7, BGEVENT_READ, ElmsLabTravelTip2
bg_event 2, 7, BGEVENT_READ, ElmsLabTravelTip3
bg_event 3, 7, BGEVENT_READ, ElmsLabTravelTip4
bg_event 6, 7, BGEVENT_READ, ElmsLabBookshelf
bg_event 7, 7, BGEVENT_READ, ElmsLabBookshelf
bg_event 8, 7, BGEVENT_READ, ElmsLabBookshelf
bg_event 9, 7, BGEVENT_READ, ElmsLabBookshelf
bg_event 9, 3, BGEVENT_READ, ElmsLabTrashcan
bg_event 5, 0, BGEVENT_READ, ElmsLabWindow
bg_event 3, 5, BGEVENT_DOWN, ElmsLabPC
db 6 ; object events
object_event 5, 2, SPRITE_ELM, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ProfElmScript, -1
object_event 2, 9, SPRITE_SCIENTIST, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, ElmsAideScript, EVENT_ELMS_AIDE_IN_LAB
object_event 6, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CyndaquilPokeBallScript, EVENT_CYNDAQUIL_POKEBALL_IN_ELMS_LAB
object_event 7, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, TotodilePokeBallScript, EVENT_TOTODILE_POKEBALL_IN_ELMS_LAB
object_event 8, 3, SPRITE_POKE_BALL, SPRITEMOVEDATA_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ChikoritaPokeBallScript, EVENT_CHIKORITA_POKEBALL_IN_ELMS_LAB
object_event 5, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, CopScript, EVENT_COP_IN_ELMS_LAB