mirror of https://github.com/pret/pokecrystal.git
411 lines
9.0 KiB
NASM
411 lines
9.0 KiB
NASM
object_const_def ; object_event constants
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const POWERPLANT_OFFICER1
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const POWERPLANT_GYM_GUY1
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const POWERPLANT_GYM_GUY2
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const POWERPLANT_OFFICER2
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const POWERPLANT_GYM_GUY3
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const POWERPLANT_MANAGER
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const POWERPLANT_FOREST
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PowerPlant_MapScripts:
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db 2 ; scene scripts
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scene_script .DummyScene0 ; SCENE_POWERPLANT_NOTHING
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scene_script .DummyScene1 ; SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL
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db 0 ; callbacks
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.DummyScene0:
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end
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.DummyScene1:
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end
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PowerPlantGuardPhoneScript:
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playsound SFX_CALL
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showemote EMOTE_SHOCK, POWERPLANT_OFFICER1, 15
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waitsfx
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pause 30
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applymovement POWERPLANT_OFFICER1, PowerPlantOfficer1ApproachGymGuy2Movement
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turnobject POWERPLANT_GYM_GUY1, DOWN
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turnobject POWERPLANT_GYM_GUY2, DOWN
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opentext
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writetext PowerPlantOfficer1CeruleanShadyCharacterText
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waitbutton
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closetext
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turnobject POWERPLANT_OFFICER1, LEFT
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turnobject PLAYER, RIGHT
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opentext
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writetext PowerPlantOfficer1CouldIAskForYourCooperationText
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waitbutton
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closetext
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turnobject PLAYER, DOWN
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applymovement POWERPLANT_OFFICER1, PowerPlantOfficer1ReturnToPostMovement
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setscene SCENE_POWERPLANT_NOTHING
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end
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PowerPlantOfficerScript:
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faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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checkevent EVENT_MET_MANAGER_AT_POWER_PLANT
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iftrue .MetManager
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writetext PowerPlantOfficer1AThiefBrokeInText
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waitbutton
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closetext
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end
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.MetManager:
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writetext PowerPlantOfficer1CouldIAskForYourCooperationText
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waitbutton
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closetext
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end
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.ReturnedMachinePart:
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writetext PowerPlantOfficer1HaveToBeefUpSecurityText
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waitbutton
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closetext
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end
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PowerPlantGymGuy1Script:
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faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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writetext PowerPlantGymGuy1SomeoneStoleAPartText
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waitbutton
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closetext
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end
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.ReturnedMachinePart:
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writetext PowerPlantGymGuy1GeneratorUpAndRunningText
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waitbutton
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closetext
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end
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PowerPlantGymGuy2Script:
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faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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writetext PowerPlantGymGuy2PowerPlantUpAndRunningText
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waitbutton
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closetext
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end
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.ReturnedMachinePart:
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writetext PowerPlantGymGuy2GeneratorIsRunningAgainText
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waitbutton
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closetext
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end
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PowerPlantOfficer2Script:
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faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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writetext PowerPlantOfficer2ManagerHasBeenSadAndFuriousText
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waitbutton
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closetext
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end
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.ReturnedMachinePart:
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writetext PowerPlantOfficer2ManagerHasBeenCheerfulText
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waitbutton
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closetext
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end
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PowerPlantGymGuy4Script:
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faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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writetext PowerPlantGymGuy4MagnetTrainConsumesElectricityText
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waitbutton
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closetext
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end
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.ReturnedMachinePart:
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writetext PowerPlantGymGuy4WeCanGetMagnetTrainRunningText
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waitbutton
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closetext
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end
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PowerPlantManager:
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faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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checkitem MACHINE_PART
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iftrue .FoundMachinePart
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checkevent EVENT_MET_MANAGER_AT_POWER_PLANT
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iftrue .MetManager
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writetext PowerPlantManagerWhoWouldRuinMyGeneratorText
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waitbutton
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closetext
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setevent EVENT_MET_MANAGER_AT_POWER_PLANT
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clearevent EVENT_CERULEAN_GYM_ROCKET
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clearevent EVENT_FOUND_MACHINE_PART_IN_CERULEAN_GYM
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setmapscene CERULEAN_GYM, SCENE_CERULEANGYM_GRUNT_RUNS_OUT
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setscene SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL
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end
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.MetManager:
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writetext PowerPlantManagerIWontForgiveCulpritText
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waitbutton
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closetext
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end
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.FoundMachinePart:
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writetext PowerPlantManagerThatsThePartText
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promptbutton
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takeitem MACHINE_PART
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setevent EVENT_RETURNED_MACHINE_PART
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clearevent EVENT_SAFFRON_TRAIN_STATION_POPULATION
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setevent EVENT_ROUTE_5_6_POKEFAN_M_BLOCKS_UNDERGROUND_PATH
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setevent EVENT_ROUTE_24_ROCKET
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setevent EVENT_RESTORED_POWER_TO_KANTO
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clearevent EVENT_GOLDENROD_TRAIN_STATION_GENTLEMAN
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.ReturnedMachinePart:
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checkevent EVENT_GOT_TM07_ZAP_CANNON
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iftrue .GotZapCannon
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writetext PowerPlantManagerTakeThisTMText
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promptbutton
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verbosegiveitem TM_ZAP_CANNON
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iffalse .NoRoom
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setevent EVENT_GOT_TM07_ZAP_CANNON
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writetext PowerPlantManagerTM07IsZapCannonText
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waitbutton
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.NoRoom:
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closetext
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end
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.GotZapCannon:
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writetext PowerPlantManagerMyBelovedGeneratorText
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waitbutton
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closetext
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end
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Forest:
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faceplayer
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opentext
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trade NPC_TRADE_FOREST
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waitbutton
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closetext
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end
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PowerPlantBookshelf:
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jumpstd difficultbookshelf
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PowerPlantOfficer1ApproachGymGuy2Movement:
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step RIGHT
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step RIGHT
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step UP
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step UP
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step_end
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PowerPlantOfficer1ReturnToPostMovement:
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step DOWN
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step DOWN
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step LEFT
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step LEFT
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turn_head DOWN
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step_end
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PowerPlantOfficer1AThiefBrokeInText:
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text "A thief broke into"
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line "the POWER PLANT…"
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para "What is the world"
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line "coming to?"
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done
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PowerPlantOfficer1CeruleanShadyCharacterText:
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text "I just got word"
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line "from CERULEAN."
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para "It appears that a"
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line "shady character"
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para "has been loitering"
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line "around."
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done
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PowerPlantOfficer1CouldIAskForYourCooperationText:
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text "Could I ask for"
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line "your cooperation?"
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done
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PowerPlantOfficer1HaveToBeefUpSecurityText:
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text "We'll have to beef"
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line "up our security"
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cont "presence."
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done
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PowerPlantGymGuy1SomeoneStoleAPartText:
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text "Someone made off"
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line "with a part that's"
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para "essential for the"
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line "generator."
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para "Without it, the"
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line "new generator's"
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cont "useless!"
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done
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PowerPlantGymGuy1GeneratorUpAndRunningText:
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text "The generator's up"
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line "and running. It's"
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para "making electricity"
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line "to spare."
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done
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PowerPlantGymGuy2PowerPlantUpAndRunningText:
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text "This POWER PLANT"
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line "had been abandoned"
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cont "in the past."
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para "We got it back up"
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line "and running to"
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para "provide power to"
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line "the MAGNET TRAIN."
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done
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PowerPlantGymGuy2GeneratorIsRunningAgainText:
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text "The generator's"
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line "running again!"
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done
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PowerPlantOfficer2ManagerHasBeenSadAndFuriousText:
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text "The POWER PLANT's"
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line "MANAGER is up"
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cont "ahead."
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para "But since someone"
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line "wrecked the gener-"
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cont "ator, he's been"
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cont "both sad and"
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cont "furious…"
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done
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PowerPlantOfficer2ManagerHasBeenCheerfulText:
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text "Since the gener-"
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line "ator's been fixed,"
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para "the MANAGER has"
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line "been cheerful."
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done
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PowerPlantGymGuy4MagnetTrainConsumesElectricityText:
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text "The MAGNET TRAIN"
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line "consumes a lot of"
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cont "electricity."
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para "It can't move if"
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line "the new generator"
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cont "isn't operating."
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done
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PowerPlantGymGuy4WeCanGetMagnetTrainRunningText:
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text "All right! We can"
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line "finally get the"
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para "MAGNET TRAIN"
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line "running again."
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done
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PowerPlantManagerWhoWouldRuinMyGeneratorText:
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text "MANAGER: I, I, I'm"
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line "ready to blast"
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cont "someone!"
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para "Who would dare"
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line "ruin my generator?"
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para "I spent so much"
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line "time on it!"
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para "If I catch him,"
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line "he's going to get"
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para "a taste of my ZAP"
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line "CANNON!"
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done
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PowerPlantManagerIWontForgiveCulpritText:
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text "MANAGER: I won't"
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line "forgive him!"
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para "The culprit can"
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line "cry and apologize,"
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para "but I'll still"
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line "hammer him!"
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para "Gahahahah!"
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done
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PowerPlantManagerThatsThePartText:
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text "MANAGER: Ah! Yeah!"
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para "That's the missing"
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line "PART from my be-"
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cont "loved generator!"
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cont "You found it?"
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done
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PowerPlantManagerTakeThisTMText:
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text "Wahah! Thanks!"
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para "Here! Take this TM"
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line "as a reward!"
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done
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PowerPlantManagerTM07IsZapCannonText:
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text "MANAGER: TM07 is"
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line "my ZAP CANNON."
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para "It's a powerful"
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line "technique!"
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para "It's not what any-"
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line "one would consider"
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para "accurate, but it"
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line "packs a wallop!"
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done
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PowerPlantManagerMyBelovedGeneratorText:
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text "MANAGER: My be-"
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line "loved generator!"
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para "Keep pumping the"
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line "electricity out!"
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done
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PowerPlant_MapEvents:
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db 0, 0 ; filler
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db 2 ; warp events
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warp_event 2, 17, ROUTE_10_NORTH, 2
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warp_event 3, 17, ROUTE_10_NORTH, 2
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db 1 ; coord events
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coord_event 5, 12, SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL, PowerPlantGuardPhoneScript
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db 2 ; bg events
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bg_event 0, 1, BGEVENT_READ, PowerPlantBookshelf
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bg_event 1, 1, BGEVENT_READ, PowerPlantBookshelf
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db 7 ; object events
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object_event 4, 14, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantOfficerScript, -1
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object_event 2, 9, SPRITE_GYM_GUY, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy1Script, -1
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object_event 6, 11, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy2Script, -1
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object_event 9, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantOfficer2Script, -1
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object_event 7, 2, SPRITE_GYM_GUY, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy4Script, -1
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object_event 14, 10, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, PowerPlantManager, -1
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object_event 5, 5, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, Forest, -1
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