pokecrystal-board/maps/OlivineLighthouse6F.asm

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NASM
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const_value set 2
const OLIVINELIGHTHOUSE6F_JASMINE
const OLIVINELIGHTHOUSE6F_MONSTER
const OLIVINELIGHTHOUSE6F_POKE_BALL
OlivineLighthouse6F_MapScripts:
.SceneScripts:
db 0
.MapCallbacks:
db 0
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OlivineLighthouseJasmine:
faceplayer
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opentext
checkitem SECRETPOTION
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iftrue .BroughtSecretpotion
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checkevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS
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iftrue .ExplainedSickness
writetext JasmineCianwoodPharmacyText
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buttonsound
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setevent EVENT_JASMINE_EXPLAINED_AMPHYS_SICKNESS
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.ExplainedSickness:
writetext JasmineGetSomeMedicineText
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waitbutton
closetext
end
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.BroughtSecretpotion:
writetext JasmineCureAmphyText
yesorno
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iffalse .no
writetext PlayerHandedSecretpotionText
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buttonsound
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takeitem SECRETPOTION
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writetext JasmineDontBeOffendedText
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waitbutton
closetext
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spriteface OLIVINELIGHTHOUSE6F_JASMINE, RIGHT
pause 15
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spriteface OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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opentext
playmusic MUSIC_HEAL
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writetext JasmineAmphyHowAreYouFeelingText
pause 60
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buttonsound
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closetext
special RestartMapMusic
cry AMPHAROS
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special Special_FadeOutPalettes
pause 10
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special Special_FadeInPalettes
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opentext
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writetext AmphyPaluPaluluText
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waitbutton
closetext
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spriteface OLIVINELIGHTHOUSE6F_MONSTER, RIGHT
pause 10
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spriteface OLIVINELIGHTHOUSE6F_MONSTER, LEFT
pause 10
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spriteface OLIVINELIGHTHOUSE6F_MONSTER, RIGHT
pause 10
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spriteface OLIVINELIGHTHOUSE6F_MONSTER, LEFT
pause 10
faceplayer
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opentext
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writetext JasmineThankYouText
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waitbutton
closetext
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setevent EVENT_JASMINE_RETURNED_TO_GYM
clearevent EVENT_OLIVINE_GYM_JASMINE
checkcode VAR_FACING
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if_equal DOWN, .FacingDown
if_equal RIGHT, .FacingRight
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applymovement OLIVINELIGHTHOUSE6F_JASMINE, MovementData_0x60c68
disappear OLIVINELIGHTHOUSE6F_JASMINE
end
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.FacingDown:
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applymovement OLIVINELIGHTHOUSE6F_JASMINE, MovementData_0x60c70
disappear OLIVINELIGHTHOUSE6F_JASMINE
end
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.FacingRight:
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applymovement OLIVINELIGHTHOUSE6F_JASMINE, MovementData_0x60c79
disappear OLIVINELIGHTHOUSE6F_JASMINE
end
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.no:
writetext JasmineISeeText
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waitbutton
closetext
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spriteface OLIVINELIGHTHOUSE6F_JASMINE, RIGHT
pause 15
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spriteface OLIVINELIGHTHOUSE6F_MONSTER, LEFT
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opentext
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writetext JasmineAmphyHangOnText
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waitbutton
closetext
end
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UnknownScript_0x60c39:
end
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OlivineLighthouseAmphy:
faceplayer
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opentext
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checkevent EVENT_JASMINE_RETURNED_TO_GYM
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iftrue .HealthyNow
writetext AmphyPalPalooText
writebyte AMPHAROS
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special Special_PlaySlowCry
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buttonsound
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writetext AmphyBreathingLaboredText
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waitbutton
closetext
end
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.HealthyNow:
writetext AmphyPaluPaluluText
cry AMPHAROS
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waitbutton
closetext
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special Special_FadeOutPalettes
special Special_FadeInPalettes
special Special_FadeOutPalettes
special Special_FadeInPalettes
end
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OlivineLighthouse6FSuperPotion:
itemball SUPER_POTION
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MovementData_0x60c68:
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slow_step UP
slow_step UP
slow_step RIGHT
slow_step UP
slow_step UP
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step_sleep 8
step_sleep 8
step_end
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MovementData_0x60c70:
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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
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MovementData_0x60c79:
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slow_step UP
slow_step UP
slow_step RIGHT
slow_step UP
slow_step UP
slow_step UP
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step_sleep 8
step_end
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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
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JasmineGetSomeMedicineText:
text "…May I ask you to"
line "get some medicine"
cont "for me? Please?"
done
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JasmineCureAmphyText:
text "JASMINE: …Will"
line "that medicine cure"
cont "AMPHY?"
done
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PlayerHandedSecretpotionText:
text "<PLAYER> handed the"
line "SECRETPOTION to"
cont "JASMINE."
done
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JasmineDontBeOffendedText:
text "JASMINE: …Um,"
line "please don't be"
cont "offended…"
para "…AMPHY will not"
line "take anything from"
cont "anyone but me…"
done
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JasmineAmphyHowAreYouFeelingText:
text "JASMINE: …"
para "AMPHY, how are you"
line "feeling?"
done
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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
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JasmineISeeText:
text "JASMINE: …I see…"
done
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JasmineAmphyHangOnText:
text "…AMPHY, hang on!"
done
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AmphyPalPalooText:
text "AMPHY: …"
line "…Pa… paloo…"
done
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AmphyBreathingLaboredText:
text "Its breathing is"
line "terribly labored…"
done
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AmphyPaluPaluluText:
text "AMPHY: Palu!"
line "Palulu!"
done
OlivineLighthouse6F_MapEvents:
; filler
db 0, 0
.Warps:
db 3
warp_def 9, 15, 1, OLIVINE_LIGHTHOUSE_5F
warp_def 16, 5, 6, OLIVINE_LIGHTHOUSE_5F
warp_def 17, 5, 7, OLIVINE_LIGHTHOUSE_5F
.CoordEvents:
db 0
.BGEvents:
db 0
.ObjectEvents:
db 3
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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
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_ITEM_TREE, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, OlivineLighthouse6FSuperPotion, EVENT_OLIVINE_LIGHTHOUSE_6F_SUPER_POTION