pokecrystal-board/maps/LancesRoom.asm

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object_const_def ; object_event constants
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const LANCESROOM_LANCE
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const LANCESROOM_MARY
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const LANCESROOM_OAK
LancesRoom_MapScripts:
db 2 ; scene scripts
scene_script .LockDoor ; SCENE_DEFAULT
scene_script .DummyScene ; SCENE_LANCESROOM_APPROACH_LANCE
db 1 ; callbacks
callback MAPCALLBACK_TILES, .LancesRoomDoors
.LockDoor:
prioritysjump .LancesDoorLocksBehindYou
end
.DummyScene:
end
.LancesRoomDoors:
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checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
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iffalse .KeepEntranceOpen
changeblock 4, 22, $34 ; wall
.KeepEntranceOpen:
checkevent EVENT_LANCES_ROOM_EXIT_OPEN
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iffalse .KeepExitClosed
changeblock 4, 0, $0b ; open door
.KeepExitClosed:
return
.LancesDoorLocksBehindYou:
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applymovement PLAYER, LancesRoom_EnterMovement
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
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changeblock 4, 22, $34 ; wall
reloadmappart
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closetext
setscene SCENE_LANCESROOM_APPROACH_LANCE
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setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
end
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Script_ApproachLanceFromLeft:
special FadeOutMusic
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applymovement PLAYER, MovementData_ApproachLanceFromLeft
sjump LancesRoomLanceScript
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Script_ApproachLanceFromRight:
special FadeOutMusic
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applymovement PLAYER, MovementData_ApproachLanceFromRight
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LancesRoomLanceScript:
turnobject LANCESROOM_LANCE, LEFT
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opentext
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writetext LanceBattleIntroText
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waitbutton
closetext
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winlosstext LanceBattleWinText, 0
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setlasttalked LANCESROOM_LANCE
loadtrainer CHAMPION, LANCE
startbattle
dontrestartmapmusic
reloadmapafterbattle
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setevent EVENT_BEAT_CHAMPION_LANCE
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opentext
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writetext LanceBattleAfterText
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waitbutton
closetext
playsound SFX_ENTER_DOOR
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changeblock 4, 0, $0b ; open door
reloadmappart
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closetext
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setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
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musicfadeout MUSIC_BEAUTY_ENCOUNTER, 16
pause 30
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showemote EMOTE_SHOCK, LANCESROOM_LANCE, 15
turnobject LANCESROOM_LANCE, DOWN
pause 10
turnobject PLAYER, DOWN
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appear LANCESROOM_MARY
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRushesIn
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opentext
writetext LancesRoomMaryOhNoOakText
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waitbutton
closetext
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appear LANCESROOM_OAK
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applymovement LANCESROOM_OAK, LancesRoomMovementData_OakWalksIn
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follow LANCESROOM_MARY, LANCESROOM_OAK
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryYieldsToOak
stopfollow
turnobject LANCESROOM_OAK, UP
turnobject LANCESROOM_LANCE, LEFT
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opentext
writetext LancesRoomOakCongratulationsText
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waitbutton
closetext
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion
turnobject PLAYER, LEFT
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opentext
writetext LancesRoomMaryInterviewText
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waitbutton
closetext
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applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway
turnobject PLAYER, UP
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opentext
writetext LancesRoomNoisyText
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waitbutton
closetext
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follow LANCESROOM_LANCE, PLAYER
turnobject LANCESROOM_MARY, UP
turnobject LANCESROOM_OAK, UP
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applymovement LANCESROOM_LANCE, LancesRoomMovementData_LanceLeadsPlayerToHallOfFame
stopfollow
playsound SFX_EXIT_BUILDING
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disappear LANCESROOM_LANCE
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applymovement PLAYER, LancesRoomMovementData_PlayerExits
playsound SFX_EXIT_BUILDING
disappear PLAYER
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryTriesToFollow
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showemote EMOTE_SHOCK, LANCESROOM_MARY, 15
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opentext
writetext LancesRoomMaryNoInterviewText
pause 30
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closetext
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth
special FadeOutPalettes
pause 15
warpfacing UP, HALL_OF_FAME, 4, 13
end
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LancesRoom_EnterMovement:
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step UP
step UP
step UP
step UP
step_end
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MovementData_ApproachLanceFromLeft:
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step UP
step UP
turn_head RIGHT
step_end
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MovementData_ApproachLanceFromRight:
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step UP
step LEFT
step UP
turn_head RIGHT
step_end
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LancesRoomMovementData_MaryRushesIn:
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big_step UP
big_step UP
big_step UP
turn_head DOWN
step_end
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LancesRoomMovementData_OakWalksIn:
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step UP
step UP
step_end
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LancesRoomMovementData_MaryYieldsToOak:
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step LEFT
turn_head RIGHT
step_end
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LancesRoomMovementData_MaryInterviewChampion:
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big_step UP
turn_head RIGHT
step_end
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LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway:
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step UP
step LEFT
turn_head DOWN
step_end
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LancesRoomMovementData_LanceLeadsPlayerToHallOfFame:
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step UP
step_end
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LancesRoomMovementData_PlayerExits:
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step UP
step_end
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LancesRoomMovementData_MaryTriesToFollow:
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step UP
step RIGHT
turn_head UP
step_end
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LancesRoomMovementData_MaryRunsBackAndForth:
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big_step RIGHT
big_step RIGHT
big_step LEFT
big_step LEFT
big_step LEFT
big_step RIGHT
big_step RIGHT
big_step RIGHT
big_step LEFT
big_step LEFT
turn_head UP
step_end
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LanceBattleIntroText:
text "LANCE: I've been"
line "waiting for you."
para "<PLAY_G>!"
para "I knew that you,"
line "with your skills,"
para "would eventually"
line "reach me here."
para "There's no need"
line "for words now."
para "We will battle to"
line "determine who is"
para "the stronger of"
line "the two of us."
para "As the most power-"
line "ful trainer and as"
para "the #MON LEAGUE"
line "CHAMPION…"
para "I, LANCE the drag-"
line "on master, accept"
cont "your challenge!"
done
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LanceBattleWinText:
text "…It's over."
para "But it's an odd"
line "feeling."
para "I'm not angry that"
line "I lost. In fact, I"
cont "feel happy."
para "Happy that I"
line "witnessed the rise"
para "of a great new"
line "CHAMPION!"
done
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LanceBattleAfterText:
text "…Whew."
para "You have become"
line "truly powerful,"
cont "<PLAY_G>."
para "Your #MON have"
line "responded to your"
para "strong and up-"
line "standing nature."
para "As a trainer, you"
line "will continue to"
para "grow strong with"
line "your #MON."
done
LancesRoomMaryOhNoOakText:
text "MARY: Oh, no!"
line "It's all over!"
para "PROF.OAK, if you"
line "weren't so slow…"
done
LancesRoomOakCongratulationsText:
text "PROF.OAK: Ah,"
line "<PLAY_G>!"
para "It's been a long"
line "while."
para "You certainly look"
line "more impressive."
para "Your conquest of"
line "the LEAGUE is just"
cont "fantastic!"
para "Your dedication,"
line "trust and love for"
para "your #MON made"
line "this happen."
para "Your #MON were"
line "outstanding too."
para "Because they be-"
line "lieved in you as a"
para "trainer, they per-"
line "severed."
para "Congratulations,"
line "<PLAY_G>!"
done
LancesRoomMaryInterviewText:
text "MARY: Let's inter-"
line "view the brand new"
cont "CHAMPION!"
done
LancesRoomNoisyText:
text "LANCE: This is"
line "getting to be a"
cont "bit too noisy…"
para "<PLAY_G>, could you"
line "come with me?"
done
LancesRoomMaryNoInterviewText:
text "MARY: Oh, wait!"
line "We haven't done"
cont "the interview!"
done
LancesRoom_MapEvents:
db 0, 0 ; filler
db 4 ; warp events
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warp_event 4, 23, KARENS_ROOM, 3
warp_event 5, 23, KARENS_ROOM, 4
warp_event 4, 1, HALL_OF_FAME, 1
warp_event 5, 1, HALL_OF_FAME, 2
db 2 ; coord events
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coord_event 4, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromLeft
coord_event 5, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromRight
db 0 ; bg events
db 3 ; object events
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object_event 5, 3, SPRITE_LANCE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, LancesRoomLanceScript, -1
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object_event 4, 7, SPRITE_TEACHER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY
object_event 4, 7, SPRITE_OAK, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY