pokecrystal/maps/VictoryRoad.asm

269 lines
5.9 KiB
NASM

const_def 2 ; object constants
const VICTORYROAD_SILVER
const VICTORYROAD_POKE_BALL1
const VICTORYROAD_POKE_BALL2
const VICTORYROAD_POKE_BALL3
const VICTORYROAD_POKE_BALL4
const VICTORYROAD_POKE_BALL5
VictoryRoad_MapScripts:
db 2 ; scene scripts
scene_script .DummyScene0 ; SCENE_DEFAULT
scene_script .DummyScene1 ; SCENE_FINISHED
db 0 ; callbacks
.DummyScene0:
end
.DummyScene1:
end
VictoryRoadRivalLeft:
moveobject VICTORYROAD_SILVER, 18, 11
turnobject PLAYER, DOWN
showemote EMOTE_SHOCK, PLAYER, 15
special FadeOutMusic
pause 15
appear VICTORYROAD_SILVER
applymovement VICTORYROAD_SILVER, MovementData_0x74539
scall VictoryRoadRivalNext
applymovement VICTORYROAD_SILVER, MovementData_0x7454c
disappear VICTORYROAD_SILVER
setscene SCENE_FINISHED
playmapmusic
end
VictoryRoadRivalRight:
turnobject PLAYER, DOWN
showemote EMOTE_SHOCK, PLAYER, 15
special FadeOutMusic
pause 15
appear VICTORYROAD_SILVER
applymovement VICTORYROAD_SILVER, MovementData_0x74542
scall VictoryRoadRivalNext
applymovement VICTORYROAD_SILVER, MovementData_0x74555
disappear VICTORYROAD_SILVER
setscene SCENE_FINISHED
playmapmusic
end
VictoryRoadRivalNext:
turnobject PLAYER, DOWN
playmusic MUSIC_RIVAL_ENCOUNTER
opentext
writetext VictoryRoadRivalBeforeText
waitbutton
closetext
setevent EVENT_RIVAL_VICTORY_ROAD
checkevent EVENT_GOT_TOTODILE_FROM_ELM
iftrue .GotTotodile
checkevent EVENT_GOT_CHIKORITA_FROM_ELM
iftrue .GotChikorita
winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText
setlasttalked VICTORYROAD_SILVER
loadtrainer RIVAL1, RIVAL1_5_TOTODILE
startbattle
dontrestartmapmusic
reloadmapafterbattle
jump .AfterBattle
.GotTotodile:
winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText
setlasttalked VICTORYROAD_SILVER
loadtrainer RIVAL1, RIVAL1_5_CHIKORITA
startbattle
dontrestartmapmusic
reloadmapafterbattle
jump .AfterBattle
.GotChikorita:
winlosstext VictoryRoadRivalDefeatText, VictoryRoadRivalVictoryText
setlasttalked VICTORYROAD_SILVER
loadtrainer RIVAL1, RIVAL1_5_CYNDAQUIL
startbattle
dontrestartmapmusic
reloadmapafterbattle
jump .AfterBattle
.AfterBattle:
playmusic MUSIC_RIVAL_AFTER
opentext
writetext VictoryRoadRivalAfterText
waitbutton
closetext
end
VictoryRoadTMEarthquake:
itemball TM_EARTHQUAKE
VictoryRoadMaxRevive:
itemball MAX_REVIVE
VictoryRoadFullRestore:
itemball FULL_RESTORE
VictoryRoadFullHeal:
itemball FULL_HEAL
VictoryRoadHPUp:
itemball HP_UP
VictoryRoadHiddenMaxPotion:
hiddenitem MAX_POTION, EVENT_VICTORY_ROAD_HIDDEN_MAX_POTION
VictoryRoadHiddenFullHeal:
hiddenitem FULL_HEAL, EVENT_VICTORY_ROAD_HIDDEN_FULL_HEAL
MovementData_0x74539:
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
step UP
step UP
step_end
MovementData_0x74542:
step UP
step UP
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
step UP
step UP
step_end
MovementData_0x7454c:
step DOWN
step DOWN
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step_end
MovementData_0x74555:
step DOWN
step DOWN
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step DOWN
step DOWN
step_end
VictoryRoadRivalBeforeText:
text "Hold it."
para "…Are you going to"
line "take the #MON"
cont "LEAGUE challenge?"
para "…Don't make me"
line "laugh."
para "You're so much"
line "weaker than I am."
para "I'm not like I was"
line "before."
para "I now have the"
line "best and strongest"
para "#MON with me."
line "I'm invincible!"
para "<PLAYER>!"
line "I challenge you!"
done
VictoryRoadRivalDefeatText:
text "…I couldn't win…"
para "I gave it every-"
line "thing I had…"
para "What you possess,"
line "and what I lack…"
para "I'm beginning to"
line "understand what"
para "that dragon master"
line "said to me…"
done
VictoryRoadRivalAfterText:
text "…I haven't given up"
line "on becoming the"
cont "greatest trainer…"
para "I'm going to find"
line "out why I can't"
para "win and become"
line "stronger…"
para "When I do, I will"
line "challenge you."
para "And I'll beat you"
line "down with all my"
cont "power."
para "…Humph! You keep"
line "at it until then."
done
VictoryRoadRivalVictoryText:
text "…Humph!"
para "When it comes down"
line "to it, nothing can"
cont "beat power."
para "I don't need any-"
line "thing else."
done
VictoryRoad_MapEvents:
db 0, 0 ; filler
db 10 ; warp events
warp_event 9, 67, VICTORY_ROAD_GATE, 5
warp_event 1, 49, VICTORY_ROAD, 3
warp_event 1, 35, VICTORY_ROAD, 2
warp_event 13, 31, VICTORY_ROAD, 5
warp_event 13, 17, VICTORY_ROAD, 4
warp_event 17, 33, VICTORY_ROAD, 7
warp_event 17, 19, VICTORY_ROAD, 6
warp_event 0, 11, VICTORY_ROAD, 9
warp_event 0, 27, VICTORY_ROAD, 8
warp_event 13, 5, ROUTE_23, 3
db 2 ; coord events
coord_event 12, 8, SCENE_DEFAULT, VictoryRoadRivalLeft
coord_event 13, 8, SCENE_DEFAULT, VictoryRoadRivalRight
db 2 ; bg events
bg_event 3, 29, BGEVENT_ITEM, VictoryRoadHiddenMaxPotion
bg_event 3, 65, BGEVENT_ITEM, VictoryRoadHiddenFullHeal
db 6 ; object events
object_event 18, 13, SPRITE_SILVER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_RIVAL_VICTORY_ROAD
object_event 3, 28, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadTMEarthquake, EVENT_VICTORY_ROAD_TM_EARTHQUAKE
object_event 12, 48, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadMaxRevive, EVENT_VICTORY_ROAD_MAX_REVIVE
object_event 18, 29, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadFullRestore, EVENT_VICTORY_ROAD_FULL_RESTORE
object_event 15, 48, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadFullHeal, EVENT_VICTORY_ROAD_FULL_HEAL
object_event 7, 38, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, VictoryRoadHPUp, EVENT_VICTORY_ROAD_HP_UP