pokecrystal/maps/NewBarkTown.asm

305 lines
6.2 KiB
NASM

object_const_def
const NEWBARKTOWN_TEACHER
const NEWBARKTOWN_FISHER
const NEWBARKTOWN_RIVAL
NewBarkTown_MapScripts:
def_scene_scripts
scene_script NewBarkTownNoop1Scene, SCENE_NEWBARKTOWN_TEACHER_STOPS_YOU
scene_script NewBarkTownNoop2Scene, SCENE_NEWBARKTOWN_NOOP
def_callbacks
callback MAPCALLBACK_NEWMAP, NewBarkTownFlypointCallback
NewBarkTownNoop1Scene:
end
NewBarkTownNoop2Scene:
end
NewBarkTownFlypointCallback:
setflag ENGINE_FLYPOINT_NEW_BARK
clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM
endcallback
NewBarkTown_TeacherStopsYouScene1:
playmusic MUSIC_MOM
turnobject NEWBARKTOWN_TEACHER, LEFT
opentext
writetext Text_WaitPlayer
waitbutton
closetext
turnobject PLAYER, RIGHT
applymovement NEWBARKTOWN_TEACHER, NewBarkTown_TeacherRunsToYouMovement1
opentext
writetext Text_WhatDoYouThinkYoureDoing
waitbutton
closetext
follow NEWBARKTOWN_TEACHER, PLAYER
applymovement NEWBARKTOWN_TEACHER, NewBarkTown_TeacherBringsYouBackMovement1
stopfollow
opentext
writetext Text_ItsDangerousToGoAlone
waitbutton
closetext
special RestartMapMusic
end
NewBarkTown_TeacherStopsYouScene2:
playmusic MUSIC_MOM
turnobject NEWBARKTOWN_TEACHER, LEFT
opentext
writetext Text_WaitPlayer
waitbutton
closetext
turnobject PLAYER, RIGHT
applymovement NEWBARKTOWN_TEACHER, NewBarkTown_TeacherRunsToYouMovement2
turnobject PLAYER, UP
opentext
writetext Text_WhatDoYouThinkYoureDoing
waitbutton
closetext
follow NEWBARKTOWN_TEACHER, PLAYER
applymovement NEWBARKTOWN_TEACHER, NewBarkTown_TeacherBringsYouBackMovement2
stopfollow
opentext
writetext Text_ItsDangerousToGoAlone
waitbutton
closetext
special RestartMapMusic
end
NewBarkTownTeacherScript:
faceplayer
opentext
checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
iftrue .CallMom
checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
iftrue .TellMomYoureLeaving
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue .MonIsAdorable
writetext Text_GearIsImpressive
waitbutton
closetext
end
.MonIsAdorable:
writetext Text_YourMonIsAdorable
waitbutton
closetext
end
.TellMomYoureLeaving:
writetext Text_TellMomIfLeaving
waitbutton
closetext
end
.CallMom:
writetext Text_CallMomOnGear
waitbutton
closetext
end
NewBarkTownFisherScript:
jumptextfaceplayer Text_ElmDiscoveredNewMon
NewBarkTownRivalScript:
opentext
writetext NewBarkTownRivalText1
waitbutton
closetext
turnobject NEWBARKTOWN_RIVAL, LEFT
opentext
writetext NewBarkTownRivalText2
waitbutton
closetext
follow PLAYER, NEWBARKTOWN_RIVAL
applymovement PLAYER, NewBarkTown_RivalPushesYouAwayMovement
stopfollow
pause 5
turnobject NEWBARKTOWN_RIVAL, DOWN
pause 5
playsound SFX_TACKLE
applymovement PLAYER, NewBarkTown_RivalShovesYouOutMovement
applymovement NEWBARKTOWN_RIVAL, NewBarkTown_RivalReturnsToTheShadowsMovement
end
NewBarkTownSign:
jumptext NewBarkTownSignText
NewBarkTownPlayersHouseSign:
jumptext NewBarkTownPlayersHouseSignText
NewBarkTownElmsLabSign:
jumptext NewBarkTownElmsLabSignText
NewBarkTownElmsHouseSign:
jumptext NewBarkTownElmsHouseSignText
NewBarkTown_TeacherRunsToYouMovement1:
step LEFT
step LEFT
step LEFT
step LEFT
step_end
NewBarkTown_TeacherRunsToYouMovement2:
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
turn_head DOWN
step_end
NewBarkTown_TeacherBringsYouBackMovement1:
step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
NewBarkTown_TeacherBringsYouBackMovement2:
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
NewBarkTown_RivalPushesYouAwayMovement:
turn_head UP
step DOWN
step_end
NewBarkTown_RivalShovesYouOutMovement:
turn_head UP
fix_facing
jump_step DOWN
remove_fixed_facing
step_end
NewBarkTown_RivalReturnsToTheShadowsMovement:
step RIGHT
step_end
Text_GearIsImpressive:
text "Wow, your #GEAR"
line "is impressive!"
para "Did your mom get"
line "it for you?"
done
Text_WaitPlayer:
text "Wait, <PLAY_G>!"
done
Text_WhatDoYouThinkYoureDoing:
text "What do you think"
line "you're doing?"
done
Text_ItsDangerousToGoAlone:
text "It's dangerous to"
line "go out without a"
cont "#MON!"
para "Wild #MON"
line "jump out of the"
para "grass on the way"
line "to the next town."
done
Text_YourMonIsAdorable:
text "Oh! Your #MON"
line "is adorable!"
cont "I wish I had one!"
done
Text_TellMomIfLeaving:
text "Hi, <PLAY_G>!"
line "Leaving again?"
para "You should tell"
line "your mom if you"
cont "are leaving."
done
Text_CallMomOnGear:
text "Call your mom on"
line "your #GEAR to"
para "let her know how"
line "you're doing."
done
Text_ElmDiscoveredNewMon:
text "Yo, <PLAYER>!"
para "I hear PROF.ELM"
line "discovered some"
cont "new #MON."
done
NewBarkTownRivalText1:
text "<……>"
para "So this is the"
line "famous ELM #MON"
cont "LAB…"
done
NewBarkTownRivalText2:
text "…What are you"
line "staring at?"
done
NewBarkTownSignText:
text "NEW BARK TOWN"
para "The Town Where the"
line "Winds of a New"
cont "Beginning Blow"
done
NewBarkTownPlayersHouseSignText:
text "<PLAYER>'s House"
done
NewBarkTownElmsLabSignText:
text "ELM #MON LAB"
done
NewBarkTownElmsHouseSignText:
text "ELM'S HOUSE"
done
NewBarkTown_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 6, 3, ELMS_LAB, 1
warp_event 13, 5, PLAYERS_HOUSE_1F, 1
warp_event 3, 11, PLAYERS_NEIGHBORS_HOUSE, 1
warp_event 11, 13, ELMS_HOUSE, 1
def_coord_events
coord_event 1, 8, SCENE_NEWBARKTOWN_TEACHER_STOPS_YOU, NewBarkTown_TeacherStopsYouScene1
coord_event 1, 9, SCENE_NEWBARKTOWN_TEACHER_STOPS_YOU, NewBarkTown_TeacherStopsYouScene2
def_bg_events
bg_event 8, 8, BGEVENT_READ, NewBarkTownSign
bg_event 11, 5, BGEVENT_READ, NewBarkTownPlayersHouseSign
bg_event 3, 3, BGEVENT_READ, NewBarkTownElmsLabSign
bg_event 9, 13, BGEVENT_READ, NewBarkTownElmsHouseSign
def_object_events
object_event 6, 8, SPRITE_TEACHER, SPRITEMOVEDATA_SPINRANDOM_SLOW, 1, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownTeacherScript, -1
object_event 12, 9, SPRITE_FISHER, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 1, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, NewBarkTownFisherScript, -1
object_event 3, 2, SPRITE_RIVAL, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownRivalScript, EVENT_RIVAL_NEW_BARK_TOWN