pokecrystal/maps/OlivineLighthouse6F.asm

274 lines
5.5 KiB
NASM

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