mirror of https://github.com/pret/pokecrystal.git
312 lines
5.8 KiB
NASM
312 lines
5.8 KiB
NASM
const_value set 2
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const NEWBARKTOWN_TEACHER
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const NEWBARKTOWN_FISHER
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const NEWBARKTOWN_SILVER
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NewBarkTown_MapScriptHeader:
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.SceneScripts:
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db 2
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scene_script .DummyScene0
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scene_script .DummyScene1
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.MapCallbacks:
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db 1
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dbw MAPCALLBACK_NEWMAP, .FlyPoint
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.DummyScene0:
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end
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.DummyScene1:
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end
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.FlyPoint:
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setflag ENGINE_FLYPOINT_NEW_BARK
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clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM
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return
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NewBarkTown_TeacherStopsYouScene1:
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playmusic MUSIC_MOM
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spriteface NEWBARKTOWN_TEACHER, LEFT
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opentext
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writetext Text_WaitPlayer
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waitbutton
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closetext
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spriteface PLAYER, RIGHT
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou1_NBT
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opentext
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writetext Text_WhatDoYouThinkYoureDoing
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waitbutton
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closetext
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follow NEWBARKTOWN_TEACHER, PLAYER
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack1_NBT
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stopfollow
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opentext
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writetext Text_ItsDangerousToGoAlone
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waitbutton
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closetext
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special RestartMapMusic
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end
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NewBarkTown_TeacherStopsYouScene2:
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playmusic MUSIC_MOM
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spriteface NEWBARKTOWN_TEACHER, LEFT
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opentext
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writetext Text_WaitPlayer
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waitbutton
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closetext
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spriteface PLAYER, RIGHT
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou2_NBT
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spriteface PLAYER, UP
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opentext
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writetext Text_WhatDoYouThinkYoureDoing
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waitbutton
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closetext
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follow NEWBARKTOWN_TEACHER, PLAYER
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack2_NBT
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stopfollow
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opentext
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writetext Text_ItsDangerousToGoAlone
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waitbutton
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closetext
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special RestartMapMusic
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end
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NewBarkTownTeacherScript:
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faceplayer
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opentext
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checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
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iftrue .CallMom
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checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
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iftrue .TellMomYoureLeaving
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checkevent EVENT_GOT_A_POKEMON_FROM_ELM
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iftrue .MonIsAdorable
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writetext Text_GearIsImpressive
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waitbutton
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closetext
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end
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.MonIsAdorable:
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writetext Text_YourMonIsAdorable
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waitbutton
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closetext
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end
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.TellMomYoureLeaving:
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writetext Text_TellMomIfLeaving
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waitbutton
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closetext
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end
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.CallMom:
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writetext Text_CallMomOnGear
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waitbutton
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closetext
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end
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NewBarkTownFisherScript:
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jumptextfaceplayer Text_ElmDiscoveredNewMon
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NewBarkTownSilverScript:
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opentext
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writetext NewBarkTownRivalText1
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waitbutton
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closetext
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spriteface NEWBARKTOWN_SILVER, LEFT
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opentext
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writetext NewBarkTownRivalText2
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waitbutton
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closetext
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follow PLAYER, NEWBARKTOWN_SILVER
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applymovement PLAYER, Movement_SilverPushesYouAway_NBT
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stopfollow
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pause 5
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spriteface NEWBARKTOWN_SILVER, DOWN
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pause 5
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playsound SFX_TACKLE
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applymovement PLAYER, Movement_SilverShovesYouOut_NBT
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applymovement NEWBARKTOWN_SILVER, Movement_SilverReturnsToTheShadows_NBT
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end
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NewBarkTownSign:
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jumptext NewBarkTownSignText
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MapNewBarkTownSignpost1Script:
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jumptext PlayersHouseSignText
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MapNewBarkTownSignpost2Script:
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jumptext ElmsLabSignText
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MapNewBarkTownSignpost3Script:
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jumptext ElmsHouseSignText
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Movement_TeacherRunsToYou1_NBT:
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step LEFT
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step LEFT
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step LEFT
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step LEFT
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step_end
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Movement_TeacherRunsToYou2_NBT:
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step LEFT
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step LEFT
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step LEFT
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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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Movement_TeacherBringsYouBack1_NBT:
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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turn_head LEFT
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step_end
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Movement_TeacherBringsYouBack2_NBT:
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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step RIGHT
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turn_head LEFT
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step_end
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Movement_SilverPushesYouAway_NBT:
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turn_head UP
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step DOWN
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step_end
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Movement_SilverShovesYouOut_NBT:
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turn_head UP
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fix_facing
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jump_step DOWN
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remove_fixed_facing
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step_end
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Movement_SilverReturnsToTheShadows_NBT:
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step RIGHT
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step_end
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Text_GearIsImpressive:
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text "Wow, your #GEAR"
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line "is impressive!"
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para "Did your mom get"
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line "it for you?"
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done
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Text_WaitPlayer:
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text "Wait, <PLAY_G>!"
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done
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Text_WhatDoYouThinkYoureDoing:
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text "What do you think"
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line "you're doing?"
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done
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Text_ItsDangerousToGoAlone:
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text "It's dangerous to"
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line "go out without a"
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cont "#MON!"
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para "Wild #MON"
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line "jump out of the"
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para "grass on the way"
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line "to the next town."
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done
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Text_YourMonIsAdorable:
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text "Oh! Your #MON"
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line "is adorable!"
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cont "I wish I had one!"
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done
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Text_TellMomIfLeaving:
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text "Hi, <PLAY_G>!"
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line "Leaving again?"
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para "You should tell"
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line "your mom if you"
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cont "are leaving."
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done
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Text_CallMomOnGear:
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text "Call your mom on"
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line "your #GEAR to"
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para "let her know how"
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line "you're doing."
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done
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Text_ElmDiscoveredNewMon:
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text "Yo, <PLAYER>!"
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para "I hear PROF.ELM"
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line "discovered some"
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cont "new #MON."
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done
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NewBarkTownRivalText1:
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text "<......>"
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para "So this is the"
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line "famous ELM #MON"
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cont "LAB…"
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done
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NewBarkTownRivalText2:
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text "…What are you"
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line "staring at?"
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done
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NewBarkTownSignText:
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text "NEW BARK TOWN"
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para "The Town Where the"
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line "Winds of a New"
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cont "Beginning Blow"
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done
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PlayersHouseSignText:
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text "<PLAYER>'s House"
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done
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ElmsLabSignText:
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text "ELM #MON LAB"
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done
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ElmsHouseSignText:
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text "ELM'S HOUSE"
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done
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NewBarkTown_MapEventHeader:
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; filler
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db 0, 0
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.Warps:
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db 4
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warp_def $3, $6, 1, ELMS_LAB
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warp_def $5, $d, 1, KRISS_HOUSE_1F
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warp_def $b, $3, 1, KRISS_NEIGHBORS_HOUSE
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warp_def $d, $b, 1, ELMS_HOUSE
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.CoordEvents:
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db 2
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coord_event 0, $8, $1, NewBarkTown_TeacherStopsYouScene1
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coord_event 0, $9, $1, NewBarkTown_TeacherStopsYouScene2
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.BGEvents:
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db 4
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bg_event 8, 8, BGEVENT_READ, NewBarkTownSign
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bg_event 5, 11, BGEVENT_READ, MapNewBarkTownSignpost1Script
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bg_event 3, 3, BGEVENT_READ, MapNewBarkTownSignpost2Script
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bg_event 13, 9, BGEVENT_READ, MapNewBarkTownSignpost3Script
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.ObjectEvents:
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db 3
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object_event SPRITE_TEACHER, 8, 6, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownTeacherScript, -1
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object_event SPRITE_FISHER, 9, 12, SPRITEMOVEDATA_WALK_UP_DOWN, 1, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, NewBarkTownFisherScript, -1
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object_event SPRITE_SILVER, 2, 3, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownSilverScript, EVENT_RIVAL_NEW_BARK_TOWN
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