pokecrystal/maps/LancesRoom.asm

369 lines
7.2 KiB
NASM

const_value set 2
const LANCESROOM_LANCE
const LANCESROOM_MARY
const LANCESROOM_OAK
LancesRoom_MapScriptHeader:
.MapTriggers:
db 2
; triggers
dw .Trigger0, 0
dw .Trigger1, 0
.MapCallbacks:
db 1
; callbacks
dbw MAPCALLBACK_TILES, .CheckDoor
.Trigger0:
priorityjump LancesRoom_PlayerWalksIn_DoorsCloseBehind
end
.Trigger1:
end
.CheckDoor:
checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
iffalse .LanceEntranceOpen
changeblock $4, $16, $34
.LanceEntranceOpen:
checkevent EVENT_LANCES_ROOM_EXIT_OPEN
iffalse .LanceExitClosed
changeblock $4, $0, $b
.LanceExitClosed:
return
LancesRoom_PlayerWalksIn_DoorsCloseBehind:
applymovement PLAYER, LancesRoom_PlayerWalksInMovementData
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock $4, $16, $34
reloadmappart
closetext
dotrigger $1
setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
end
Script_ApproachLanceFromLeft:
special Special_FadeOutMusic
applymovement PLAYER, MovementData_ApproachLanceFromLeft
jump LanceScript_0x180e7b
Script_ApproachLanceFromRight:
special Special_FadeOutMusic
applymovement PLAYER, MovementData_ApproachLanceFromRight
LanceScript_0x180e7b:
spriteface LANCESROOM_LANCE, LEFT
opentext
writetext LanceBattleIntroText
waitbutton
closetext
winlosstext LanceBattleWinText, 0
setlasttalked LANCESROOM_LANCE
loadtrainer CHAMPION, LANCE
startbattle
dontrestartmapmusic
reloadmapafterbattle
setevent EVENT_BEAT_CHAMPION_LANCE
opentext
writetext LanceBattleAfterText
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock $4, $0, $b
reloadmappart
closetext
setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
musicfadeout MUSIC_BEAUTY_ENCOUNTER, $10
pause 30
showemote EMOTE_SHOCK, LANCESROOM_LANCE, 15
spriteface LANCESROOM_LANCE, DOWN
pause 10
spriteface PLAYER, DOWN
appear LANCESROOM_MARY
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRushesIn
opentext
writetext UnknownText_0x1811dd
waitbutton
closetext
appear LANCESROOM_OAK
applymovement LANCESROOM_OAK, LancesRoomMovementData_OakWalksIn
follow LANCESROOM_MARY, LANCESROOM_OAK
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryYieldsToOak
stopfollow
spriteface LANCESROOM_OAK, UP
spriteface LANCESROOM_LANCE, LEFT
opentext
writetext UnknownText_0x18121b
waitbutton
closetext
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion
spriteface PLAYER, LEFT
opentext
writetext UnknownText_0x18134b
waitbutton
closetext
applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway
spriteface PLAYER, UP
opentext
writetext UnknownText_0x18137b
waitbutton
closetext
follow LANCESROOM_LANCE, PLAYER
spriteface LANCESROOM_MARY, UP
spriteface LANCESROOM_OAK, UP
applymovement LANCESROOM_LANCE, LancesRoomMovementData_LanceLeadsPlayerToHallOfFame
stopfollow
playsound SFX_EXIT_BUILDING
disappear LANCESROOM_LANCE
applymovement PLAYER, LancesRoomMovementData_PlayerExits
playsound SFX_EXIT_BUILDING
disappear PLAYER
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryTriesToFollow
showemote EMOTE_SHOCK, LANCESROOM_MARY, 15
opentext
writetext UnknownText_0x1813c5
pause 30
closetext
applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth
special FadeOutPalettes
pause 15
warpfacing UP, HALL_OF_FAME, $4, $d
end
LancesRoom_PlayerWalksInMovementData:
step_up
step_up
step_up
step_up
step_end
MovementData_ApproachLanceFromLeft:
step_up
step_up
turn_head_right
step_end
MovementData_ApproachLanceFromRight:
step_up
step_left
step_up
turn_head_right
step_end
LancesRoomMovementData_MaryRushesIn:
big_step_up
big_step_up
big_step_up
turn_head_down
step_end
LancesRoomMovementData_OakWalksIn:
step_up
step_up
step_end
LancesRoomMovementData_MaryYieldsToOak:
step_left
turn_head_right
step_end
LancesRoomMovementData_MaryInterviewChampion:
big_step_up
turn_head_right
step_end
LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway:
step_up
step_left
turn_head_down
step_end
LancesRoomMovementData_LanceLeadsPlayerToHallOfFame:
step_up
step_end
LancesRoomMovementData_PlayerExits:
step_up
step_end
LancesRoomMovementData_MaryTriesToFollow:
step_up
step_right
turn_head_up
step_end
LancesRoomMovementData_MaryRunsBackAndForth:
big_step_right
big_step_right
big_step_left
big_step_left
big_step_left
big_step_right
big_step_right
big_step_right
big_step_left
big_step_left
turn_head_up
step_end
LanceBattleIntroText:
text "LANCE: I've been"
line "waiting for you."
para "<PLAY_G>!"
para "I knew that you,"
line "with your skills,"
para "would eventually"
line "reach me here."
para "There's no need"
line "for words now."
para "We will battle to"
line "determine who is"
para "the stronger of"
line "the two of us."
para "As the most power-"
line "ful trainer and as"
para "the #MON LEAGUE"
line "CHAMPION…"
para "I, LANCE the drag-"
line "on master, accept"
cont "your challenge!"
done
LanceBattleWinText:
text "…It's over."
para "But it's an odd"
line "feeling."
para "I'm not angry that"
line "I lost. In fact, I"
cont "feel happy."
para "Happy that I"
line "witnessed the rise"
para "of a great new"
line "CHAMPION!"
done
LanceBattleAfterText:
text "…Whew."
para "You have become"
line "truly powerful,"
cont "<PLAY_G>."
para "Your #MON have"
line "responded to your"
para "strong and up-"
line "standing nature."
para "As a trainer, you"
line "will continue to"
para "grow strong with"
line "your #MON."
done
UnknownText_0x1811dd:
text "MARY: Oh, no!"
line "It's all over!"
para "PROF.OAK, if you"
line "weren't so slow…"
done
UnknownText_0x18121b:
text "PROF.OAK: Ah,"
line "<PLAY_G>!"
para "It's been a long"
line "while."
para "You certainly look"
line "more impressive."
para "Your conquest of"
line "the LEAGUE is just"
cont "fantastic!"
para "Your dedication,"
line "trust and love for"
para "your #MON made"
line "this happen."
para "Your #MON were"
line "outstanding too."
para "Because they be-"
line "lieved in you as a"
para "trainer, they per-"
line "severed."
para "Congratulations,"
line "<PLAY_G>!"
done
UnknownText_0x18134b:
text "MARY: Let's inter-"
line "view the brand new"
cont "CHAMPION!"
done
UnknownText_0x18137b:
text "LANCE: This is"
line "getting to be a"
cont "bit too noisy…"
para "<PLAY_G>, could you"
line "come with me?"
done
UnknownText_0x1813c5:
text "MARY: Oh, wait!"
line "We haven't done"
cont "the interview!"
done
LancesRoom_MapEventHeader:
; filler
db 0, 0
.Warps:
db 4
warp_def $17, $4, 3, KARENS_ROOM
warp_def $17, $5, 4, KARENS_ROOM
warp_def $1, $4, 1, HALL_OF_FAME
warp_def $1, $5, 2, HALL_OF_FAME
.XYTriggers:
db 2
xy_trigger 1, $5, $4, $0, Script_ApproachLanceFromLeft, $0, $0
xy_trigger 1, $5, $5, $0, Script_ApproachLanceFromRight, $0, $0
.Signposts:
db 0
.PersonEvents:
db 3
person_event SPRITE_LANCE, 3, 5, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, LanceScript_0x180e7b, -1
person_event SPRITE_TEACHER, 7, 4, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, (1 << 3) | PAL_OW_GREEN, PERSONTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY
person_event SPRITE_OAK, 7, 4, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY