pokecrystal-board/maps/LancesRoom.asm

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NASM
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const_value set 2
const LANCESROOM_LANCE
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const LANCESROOM_MARY
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const LANCESROOM_OAK
LancesRoom_MapScripts:
.SceneScripts:
db 2
scene_script .LockDoor
scene_script .DummyScene
.MapCallbacks:
db 1
callback MAPCALLBACK_TILES, .LancesRoomDoors
.LockDoor:
priorityjump .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_PlayerWalksInMovementData
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
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changeblock 4, 22, $34 ; wall
reloadmappart
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closetext
setscene 1
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setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
end
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Script_ApproachLanceFromLeft:
special Special_FadeOutMusic
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applymovement PLAYER, MovementData_ApproachLanceFromLeft
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jump LanceScript_0x180e7b
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Script_ApproachLanceFromRight:
special Special_FadeOutMusic
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applymovement PLAYER, MovementData_ApproachLanceFromRight
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LanceScript_0x180e7b:
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spriteface 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
spriteface LANCESROOM_LANCE, DOWN
pause 10
spriteface PLAYER, DOWN
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appear LANCESROOM_MARY
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRushesIn
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opentext
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writetext UnknownText_0x1811dd
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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
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spriteface LANCESROOM_OAK, UP
spriteface LANCESROOM_LANCE, LEFT
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opentext
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writetext UnknownText_0x18121b
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waitbutton
closetext
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion
spriteface PLAYER, LEFT
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opentext
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writetext UnknownText_0x18134b
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waitbutton
closetext
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applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway
spriteface PLAYER, UP
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opentext
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writetext UnknownText_0x18137b
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waitbutton
closetext
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follow LANCESROOM_LANCE, PLAYER
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spriteface LANCESROOM_MARY, UP
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spriteface 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
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writetext UnknownText_0x1813c5
pause 30
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closetext
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth
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special Special_FadeOutPalettes
pause 15
warpfacing UP, HALL_OF_FAME, 4, 13
end
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LancesRoom_PlayerWalksInMovementData:
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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
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UnknownText_0x1811dd:
text "MARY: Oh, no!"
line "It's all over!"
para "PROF.OAK, if you"
line "weren't so slow…"
done
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UnknownText_0x18121b:
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
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UnknownText_0x18134b:
text "MARY: Let's inter-"
line "view the brand new"
cont "CHAMPION!"
done
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UnknownText_0x18137b:
text "LANCE: This is"
line "getting to be a"
cont "bit too noisy…"
para "<PLAY_G>, could you"
line "come with me?"
done
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UnknownText_0x1813c5:
text "MARY: Oh, wait!"
line "We haven't done"
cont "the interview!"
done
LancesRoom_MapEvents:
; filler
db 0, 0
.Warps:
db 4
warp_def 4, 23, 3, KARENS_ROOM
warp_def 5, 23, 4, KARENS_ROOM
warp_def 4, 1, 1, HALL_OF_FAME
warp_def 5, 1, 2, HALL_OF_FAME
.CoordEvents:
db 2
coord_event 4, 5, 1, Script_ApproachLanceFromLeft
coord_event 5, 5, 1, Script_ApproachLanceFromRight
.BGEvents:
db 0
.ObjectEvents:
db 3
object_event 5, 3, SPRITE_LANCE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, LanceScript_0x180e7b, -1
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