pokecrystal-board/maps/NewBarkTown.asm

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object_const_def ; object_event constants
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const NEWBARKTOWN_TEACHER
const NEWBARKTOWN_FISHER
const NEWBARKTOWN_SILVER
NewBarkTown_MapScripts:
db 2 ; scene scripts
scene_script .DummyScene0 ; SCENE_DEFAULT
scene_script .DummyScene1 ; SCENE_FINISHED
db 1 ; callbacks
callback MAPCALLBACK_NEWMAP, .FlyPoint
.DummyScene0:
end
.DummyScene1:
end
.FlyPoint:
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setflag ENGINE_FLYPOINT_NEW_BARK
clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM
endcallback
NewBarkTown_TeacherStopsYouScene1:
playmusic MUSIC_MOM
turnobject NEWBARKTOWN_TEACHER, LEFT
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opentext
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writetext Text_WaitPlayer
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waitbutton
closetext
turnobject 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
closetext
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follow NEWBARKTOWN_TEACHER, PLAYER
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack1_NBT
stopfollow
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opentext
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writetext Text_ItsDangerousToGoAlone
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waitbutton
closetext
special RestartMapMusic
end
NewBarkTown_TeacherStopsYouScene2:
playmusic MUSIC_MOM
turnobject NEWBARKTOWN_TEACHER, LEFT
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opentext
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writetext Text_WaitPlayer
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waitbutton
closetext
turnobject PLAYER, RIGHT
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou2_NBT
turnobject PLAYER, UP
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opentext
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writetext Text_WhatDoYouThinkYoureDoing
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waitbutton
closetext
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follow NEWBARKTOWN_TEACHER, PLAYER
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applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack2_NBT
stopfollow
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opentext
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writetext Text_ItsDangerousToGoAlone
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waitbutton
closetext
special RestartMapMusic
end
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NewBarkTownTeacherScript:
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
writetext Text_GearIsImpressive
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waitbutton
closetext
end
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.MonIsAdorable:
writetext Text_YourMonIsAdorable
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waitbutton
closetext
end
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.TellMomYoureLeaving:
writetext Text_TellMomIfLeaving
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waitbutton
closetext
end
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.CallMom:
writetext Text_CallMomOnGear
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waitbutton
closetext
end
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NewBarkTownFisherScript:
jumptextfaceplayer Text_ElmDiscoveredNewMon
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NewBarkTownSilverScript:
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opentext
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writetext NewBarkTownRivalText1
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waitbutton
closetext
turnobject NEWBARKTOWN_SILVER, LEFT
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opentext
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writetext NewBarkTownRivalText2
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waitbutton
closetext
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follow PLAYER, NEWBARKTOWN_SILVER
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applymovement PLAYER, Movement_SilverPushesYouAway_NBT
stopfollow
pause 5
turnobject NEWBARKTOWN_SILVER, DOWN
pause 5
playsound SFX_TACKLE
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applymovement PLAYER, Movement_SilverShovesYouOut_NBT
applymovement NEWBARKTOWN_SILVER, Movement_SilverReturnsToTheShadows_NBT
end
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NewBarkTownSign:
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jumptext NewBarkTownSignText
NewBarkTownPlayersHouseSign:
jumptext NewBarkTownPlayersHouseSignText
NewBarkTownElmsLabSign:
jumptext NewBarkTownElmsLabSignText
NewBarkTownElmsHouseSign:
jumptext NewBarkTownElmsHouseSignText
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Movement_TeacherRunsToYou1_NBT:
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step LEFT
step LEFT
step LEFT
step LEFT
step_end
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Movement_TeacherRunsToYou2_NBT:
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step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
turn_head DOWN
step_end
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Movement_TeacherBringsYouBack1_NBT:
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step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
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Movement_TeacherBringsYouBack2_NBT:
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step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
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Movement_SilverPushesYouAway_NBT:
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turn_head UP
step DOWN
step_end
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Movement_SilverShovesYouOut_NBT:
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turn_head UP
fix_facing
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jump_step DOWN
remove_fixed_facing
step_end
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Movement_SilverReturnsToTheShadows_NBT:
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step RIGHT
step_end
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Text_GearIsImpressive:
text "Wow, your #GEAR"
line "is impressive!"
para "Did your mom get"
line "it for you?"
done
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Text_WaitPlayer:
text "Wait, <PLAY_G>!"
done
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Text_WhatDoYouThinkYoureDoing:
text "What do you think"
line "you're doing?"
done
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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
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Text_YourMonIsAdorable:
text "Oh! Your #MON"
line "is adorable!"
cont "I wish I had one!"
done
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Text_TellMomIfLeaving:
text "Hi, <PLAY_G>!"
line "Leaving again?"
para "You should tell"
line "your mom if you"
cont "are leaving."
done
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Text_CallMomOnGear:
text "Call your mom on"
line "your #GEAR to"
para "let her know how"
line "you're doing."
done
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Text_ElmDiscoveredNewMon:
text "Yo, <PLAYER>!"
para "I hear PROF.ELM"
line "discovered some"
cont "new #MON."
done
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NewBarkTownRivalText1:
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text "<……>"
para "So this is the"
line "famous ELM #MON"
cont "LAB…"
done
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NewBarkTownRivalText2:
text "…What are you"
line "staring at?"
done
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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
db 4 ; warp events
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warp_event 6, 3, ELMS_LAB, 1
warp_event 13, 5, PLAYERS_HOUSE_1F, 1
warp_event 3, 11, PLAYERS_NEIGHBORS_HOUSE, 1
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warp_event 11, 13, ELMS_HOUSE, 1
db 2 ; coord events
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coord_event 1, 8, SCENE_DEFAULT, NewBarkTown_TeacherStopsYouScene1
coord_event 1, 9, SCENE_DEFAULT, NewBarkTown_TeacherStopsYouScene2
db 4 ; bg events
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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
db 3 ; object events
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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_SILVER, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, NewBarkTownSilverScript, EVENT_RIVAL_NEW_BARK_TOWN