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