pokecrystal-board/maps/PowerPlant.asm

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object_const_def ; object_event constants
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const POWERPLANT_OFFICER1
const POWERPLANT_GYM_GUY1
const POWERPLANT_GYM_GUY2
const POWERPLANT_OFFICER2
const POWERPLANT_GYM_GUY3
const POWERPLANT_MANAGER
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const POWERPLANT_FOREST
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PowerPlant_MapScripts:
db 2 ; scene scripts
scene_script .DummyScene0 ; SCENE_POWERPLANT_NOTHING
scene_script .DummyScene1 ; SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL
db 0 ; callbacks
.DummyScene0:
end
.DummyScene1:
end
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PowerPlantGuardPhoneScript:
playsound SFX_CALL
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showemote EMOTE_SHOCK, POWERPLANT_OFFICER1, 15
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waitsfx
pause 30
applymovement POWERPLANT_OFFICER1, PowerPlantOfficer1ApproachGymGuy2Movement
turnobject POWERPLANT_GYM_GUY1, DOWN
turnobject POWERPLANT_GYM_GUY2, DOWN
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opentext
writetext PowerPlantOfficer1CeruleanShadyCharacterText
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waitbutton
closetext
turnobject POWERPLANT_OFFICER1, LEFT
turnobject PLAYER, RIGHT
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opentext
writetext PowerPlantOfficer1CouldIAskForYourCooperationText
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waitbutton
closetext
turnobject PLAYER, DOWN
applymovement POWERPLANT_OFFICER1, PowerPlantOfficer1ReturnToPostMovement
setscene SCENE_POWERPLANT_NOTHING
end
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PowerPlantOfficerScript:
faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
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checkevent EVENT_MET_MANAGER_AT_POWER_PLANT
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iftrue .MetManager
writetext PowerPlantOfficer1AThiefBrokeInText
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waitbutton
closetext
end
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.MetManager:
writetext PowerPlantOfficer1CouldIAskForYourCooperationText
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waitbutton
closetext
end
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.ReturnedMachinePart:
writetext PowerPlantOfficer1HaveToBeefUpSecurityText
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waitbutton
closetext
end
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PowerPlantGymGuy1Script:
faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
writetext PowerPlantGymGuy1SomeoneStoleAPartText
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waitbutton
closetext
end
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.ReturnedMachinePart:
writetext PowerPlantGymGuy1GeneratorUpAndRunningText
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waitbutton
closetext
end
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PowerPlantGymGuy2Script:
faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
writetext PowerPlantGymGuy2PowerPlantUpAndRunningText
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waitbutton
closetext
end
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.ReturnedMachinePart:
writetext PowerPlantGymGuy2GeneratorIsRunningAgainText
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waitbutton
closetext
end
PowerPlantOfficer2Script:
faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
writetext PowerPlantOfficer2ManagerHasBeenSadAndFuriousText
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waitbutton
closetext
end
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.ReturnedMachinePart:
writetext PowerPlantOfficer2ManagerHasBeenCheerfulText
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waitbutton
closetext
end
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PowerPlantGymGuy4Script:
faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
writetext PowerPlantGymGuy4MagnetTrainConsumesElectricityText
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waitbutton
closetext
end
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.ReturnedMachinePart:
writetext PowerPlantGymGuy4WeCanGetMagnetTrainRunningText
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waitbutton
closetext
end
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PowerPlantManager:
faceplayer
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opentext
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checkevent EVENT_RETURNED_MACHINE_PART
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iftrue .ReturnedMachinePart
checkitem MACHINE_PART
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iftrue .FoundMachinePart
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checkevent EVENT_MET_MANAGER_AT_POWER_PLANT
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iftrue .MetManager
writetext PowerPlantManagerWhoWouldRuinMyGeneratorText
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waitbutton
closetext
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setevent EVENT_MET_MANAGER_AT_POWER_PLANT
clearevent EVENT_CERULEAN_GYM_ROCKET
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clearevent EVENT_FOUND_MACHINE_PART_IN_CERULEAN_GYM
setmapscene CERULEAN_GYM, SCENE_CERULEANGYM_GRUNT_RUNS_OUT
setscene SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL
end
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.MetManager:
writetext PowerPlantManagerIWontForgiveCulpritText
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waitbutton
closetext
end
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.FoundMachinePart:
writetext PowerPlantManagerThatsThePartText
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promptbutton
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takeitem MACHINE_PART
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setevent EVENT_RETURNED_MACHINE_PART
clearevent EVENT_SAFFRON_TRAIN_STATION_POPULATION
setevent EVENT_ROUTE_5_6_POKEFAN_M_BLOCKS_UNDERGROUND_PATH
setevent EVENT_ROUTE_24_ROCKET
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setevent EVENT_RESTORED_POWER_TO_KANTO
clearevent EVENT_GOLDENROD_TRAIN_STATION_GENTLEMAN
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.ReturnedMachinePart:
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checkevent EVENT_GOT_TM07_ZAP_CANNON
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iftrue .GotZapCannon
writetext PowerPlantManagerTakeThisTMText
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promptbutton
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verbosegiveitem TM_ZAP_CANNON
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iffalse .NoRoom
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setevent EVENT_GOT_TM07_ZAP_CANNON
writetext PowerPlantManagerTM07IsZapCannonText
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waitbutton
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.NoRoom:
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closetext
end
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.GotZapCannon:
writetext PowerPlantManagerMyBelovedGeneratorText
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waitbutton
closetext
end
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Forest:
faceplayer
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opentext
trade NPC_TRADE_FOREST
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waitbutton
closetext
end
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PowerPlantBookshelf:
jumpstd DifficultBookshelfScript
PowerPlantOfficer1ApproachGymGuy2Movement:
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step RIGHT
step RIGHT
step UP
step UP
step_end
PowerPlantOfficer1ReturnToPostMovement:
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step DOWN
step DOWN
step LEFT
step LEFT
turn_head DOWN
step_end
PowerPlantOfficer1AThiefBrokeInText:
text "A thief broke into"
line "the POWER PLANT…"
para "What is the world"
line "coming to?"
done
PowerPlantOfficer1CeruleanShadyCharacterText:
text "I just got word"
line "from CERULEAN."
para "It appears that a"
line "shady character"
para "has been loitering"
line "around."
done
PowerPlantOfficer1CouldIAskForYourCooperationText:
text "Could I ask for"
line "your cooperation?"
done
PowerPlantOfficer1HaveToBeefUpSecurityText:
text "We'll have to beef"
line "up our security"
cont "presence."
done
PowerPlantGymGuy1SomeoneStoleAPartText:
text "Someone made off"
line "with a part that's"
para "essential for the"
line "generator."
para "Without it, the"
line "new generator's"
cont "useless!"
done
PowerPlantGymGuy1GeneratorUpAndRunningText:
text "The generator's up"
line "and running. It's"
para "making electricity"
line "to spare."
done
PowerPlantGymGuy2PowerPlantUpAndRunningText:
text "This POWER PLANT"
line "had been abandoned"
cont "in the past."
para "We got it back up"
line "and running to"
para "provide power to"
line "the MAGNET TRAIN."
done
PowerPlantGymGuy2GeneratorIsRunningAgainText:
text "The generator's"
line "running again!"
done
PowerPlantOfficer2ManagerHasBeenSadAndFuriousText:
text "The POWER PLANT's"
line "MANAGER is up"
cont "ahead."
para "But since someone"
line "wrecked the gener-"
cont "ator, he's been"
cont "both sad and"
cont "furious…"
done
PowerPlantOfficer2ManagerHasBeenCheerfulText:
text "Since the gener-"
line "ator's been fixed,"
para "the MANAGER has"
line "been cheerful."
done
PowerPlantGymGuy4MagnetTrainConsumesElectricityText:
text "The MAGNET TRAIN"
line "consumes a lot of"
cont "electricity."
para "It can't move if"
line "the new generator"
cont "isn't operating."
done
PowerPlantGymGuy4WeCanGetMagnetTrainRunningText:
text "All right! We can"
line "finally get the"
para "MAGNET TRAIN"
line "running again."
done
PowerPlantManagerWhoWouldRuinMyGeneratorText:
text "MANAGER: I, I, I'm"
line "ready to blast"
cont "someone!"
para "Who would dare"
line "ruin my generator?"
para "I spent so much"
line "time on it!"
para "If I catch him,"
line "he's going to get"
para "a taste of my ZAP"
line "CANNON!"
done
PowerPlantManagerIWontForgiveCulpritText:
text "MANAGER: I won't"
line "forgive him!"
para "The culprit can"
line "cry and apologize,"
para "but I'll still"
line "hammer him!"
para "Gahahahah!"
done
PowerPlantManagerThatsThePartText:
text "MANAGER: Ah! Yeah!"
para "That's the missing"
line "PART from my be-"
cont "loved generator!"
cont "You found it?"
done
PowerPlantManagerTakeThisTMText:
text "Wahah! Thanks!"
para "Here! Take this TM"
line "as a reward!"
done
PowerPlantManagerTM07IsZapCannonText:
text "MANAGER: TM07 is"
line "my ZAP CANNON."
para "It's a powerful"
line "technique!"
para "It's not what any-"
line "one would consider"
para "accurate, but it"
line "packs a wallop!"
done
PowerPlantManagerMyBelovedGeneratorText:
text "MANAGER: My be-"
line "loved generator!"
para "Keep pumping the"
line "electricity out!"
done
PowerPlant_MapEvents:
db 0, 0 ; filler
db 2 ; warp events
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warp_event 2, 17, ROUTE_10_NORTH, 2
warp_event 3, 17, ROUTE_10_NORTH, 2
db 1 ; coord events
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coord_event 5, 12, SCENE_POWERPLANT_GUARD_GETS_PHONE_CALL, PowerPlantGuardPhoneScript
db 2 ; bg events
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bg_event 0, 1, BGEVENT_READ, PowerPlantBookshelf
bg_event 1, 1, BGEVENT_READ, PowerPlantBookshelf
db 7 ; object events
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object_event 4, 14, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantOfficerScript, -1
object_event 2, 9, SPRITE_GYM_GUY, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy1Script, -1
object_event 6, 11, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy2Script, -1
object_event 9, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantOfficer2Script, -1
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object_event 7, 2, SPRITE_GYM_GUY, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 1, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy4Script, -1
object_event 14, 10, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, PowerPlantManager, -1
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object_event 5, 5, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, Forest, -1