mirror of https://github.com/pret/pokecrystal.git
274 lines
5.5 KiB
NASM
274 lines
5.5 KiB
NASM
object_const_def
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const OLIVINELIGHTHOUSE6F_JASMINE
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const OLIVINELIGHTHOUSE6F_MONSTER
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const OLIVINELIGHTHOUSE6F_POKE_BALL
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OlivineLighthouse6F_MapScripts:
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def_scene_scripts
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def_callbacks
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OlivineLighthouseJasmine:
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faceplayer
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opentext
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checkitem SECRETPOTION
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iftrue .BroughtSecretpotion
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checkevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS
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iftrue .ExplainedSickness
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writetext JasmineCianwoodPharmacyText
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promptbutton
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setevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS
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.ExplainedSickness:
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writetext JasmineGetSomeMedicineText
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waitbutton
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closetext
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end
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.BroughtSecretpotion:
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writetext JasmineCureAmphyText
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yesorno
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iffalse .Refused
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writetext PlayerHandedSecretpotionText
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promptbutton
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takeitem SECRETPOTION
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writetext JasmineDontBeOffendedText
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waitbutton
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closetext
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turnobject OLIVINELIGHTHOUSE6F_JASMINE, RIGHT
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pause 15
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turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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opentext
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playmusic MUSIC_HEAL
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writetext JasmineAmphyHowAreYouFeelingText
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pause 60
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promptbutton
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closetext
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special RestartMapMusic
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cry AMPHAROS
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special FadeOutPalettes
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pause 10
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special FadeInPalettes
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opentext
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writetext AmphyPaluPaluluText
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waitbutton
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closetext
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turnobject OLIVINELIGHTHOUSE6F_MONSTER, RIGHT
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pause 10
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turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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pause 10
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turnobject OLIVINELIGHTHOUSE6F_MONSTER, RIGHT
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pause 10
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turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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pause 10
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faceplayer
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opentext
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writetext JasmineThankYouText
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waitbutton
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closetext
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setevent EVENT_JASMINE_RETURNED_TO_GYM
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clearevent EVENT_OLIVINE_GYM_JASMINE
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readvar VAR_FACING
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ifequal DOWN, .FacingDown
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ifequal RIGHT, .FacingRight
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applymovement OLIVINELIGHTHOUSE6F_JASMINE, OlivineLighthouseJasmineLeavesUpMovement
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disappear OLIVINELIGHTHOUSE6F_JASMINE
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end
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.FacingDown:
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applymovement OLIVINELIGHTHOUSE6F_JASMINE, OlivineLighthouseJasmineLeavesDownMovement
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disappear OLIVINELIGHTHOUSE6F_JASMINE
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end
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.FacingRight:
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applymovement OLIVINELIGHTHOUSE6F_JASMINE, OlivineLighthouseJasmineLeavesRightMovement
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disappear OLIVINELIGHTHOUSE6F_JASMINE
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end
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.Refused:
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writetext JasmineISeeText
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waitbutton
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closetext
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turnobject OLIVINELIGHTHOUSE6F_JASMINE, RIGHT
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pause 15
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turnobject OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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opentext
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writetext JasmineAmphyHangOnText
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waitbutton
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closetext
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end
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.Unused: ; unreferenced
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end
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OlivineLighthouseAmphy:
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faceplayer
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opentext
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checkevent EVENT_JASMINE_RETURNED_TO_GYM
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iftrue .HealthyNow
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writetext AmphyPalPalooText
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setval AMPHAROS
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special PlaySlowCry
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promptbutton
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writetext AmphyBreathingLaboredText
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waitbutton
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closetext
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end
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.HealthyNow:
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writetext AmphyPaluPaluluText
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cry AMPHAROS
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waitbutton
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closetext
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special FadeOutPalettes
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special FadeInPalettes
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special FadeOutPalettes
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special FadeInPalettes
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end
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OlivineLighthouse6FSuperPotion:
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itemball SUPER_POTION
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OlivineLighthouseJasmineLeavesUpMovement:
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slow_step UP
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slow_step UP
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slow_step RIGHT
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slow_step UP
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slow_step UP
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step_sleep 8
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step_sleep 8
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step_end
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OlivineLighthouseJasmineLeavesDownMovement:
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slow_step DOWN
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slow_step RIGHT
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slow_step RIGHT
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slow_step RIGHT
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slow_step UP
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slow_step RIGHT
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slow_step RIGHT
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slow_step RIGHT
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step_end
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OlivineLighthouseJasmineLeavesRightMovement:
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slow_step UP
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slow_step UP
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slow_step RIGHT
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slow_step UP
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slow_step UP
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slow_step UP
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step_sleep 8
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step_end
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JasmineCianwoodPharmacyText:
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text "JASMINE: … This"
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line "#MON always"
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para "kept the sea lit"
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line "at night."
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para "…But it suddenly"
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line "got sick… It's"
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cont "gasping for air…"
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para "…I understand"
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line "that there is a"
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para "wonderful PHARMACY"
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line "in CIANWOOD…"
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para "But that's across"
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line "the sea…"
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para "And I can't leave"
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line "AMPHY unattended…"
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done
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JasmineGetSomeMedicineText:
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text "…May I ask you to"
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line "get some medicine"
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cont "for me? Please?"
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done
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JasmineCureAmphyText:
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text "JASMINE: …Will"
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line "that medicine cure"
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cont "AMPHY?"
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done
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PlayerHandedSecretpotionText:
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text "<PLAYER> handed the"
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line "SECRETPOTION to"
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cont "JASMINE."
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done
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JasmineDontBeOffendedText:
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text "JASMINE: …Um,"
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line "please don't be"
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cont "offended…"
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para "…AMPHY will not"
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line "take anything from"
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cont "anyone but me…"
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done
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JasmineAmphyHowAreYouFeelingText:
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text "JASMINE: …"
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para "AMPHY, how are you"
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line "feeling?"
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done
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JasmineThankYouText:
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text "JASMINE: …Oh, I'm"
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line "so relieved…"
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para "This is just so"
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line "wonderful…"
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para "Thank you so very,"
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line "very much."
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para "…I will return to"
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line "the GYM…"
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done
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JasmineISeeText:
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text "JASMINE: …I see…"
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done
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JasmineAmphyHangOnText:
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text "…AMPHY, hang on!"
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done
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AmphyPalPalooText:
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text "AMPHY: …"
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line "…Pa… paloo…"
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done
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AmphyBreathingLaboredText:
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text "Its breathing is"
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line "terribly labored…"
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done
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AmphyPaluPaluluText:
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text "AMPHY: Palu!"
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line "Palulu!"
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done
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OlivineLighthouse6F_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 9, 15, OLIVINE_LIGHTHOUSE_5F, 1
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warp_event 16, 5, OLIVINE_LIGHTHOUSE_5F, 6
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warp_event 17, 5, OLIVINE_LIGHTHOUSE_5F, 7
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def_coord_events
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def_bg_events
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def_object_events
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object_event 8, 8, SPRITE_JASMINE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, OlivineLighthouseJasmine, EVENT_OLIVINE_LIGHTHOUSE_JASMINE
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object_event 9, 8, SPRITE_MONSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, OlivineLighthouseAmphy, -1
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object_event 3, 4, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, OlivineLighthouse6FSuperPotion, EVENT_OLIVINE_LIGHTHOUSE_6F_SUPER_POTION
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