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PowerPlant.asm: Rename some NPCs
GymGuy3 --> Officer2 POWERPLANT_FISHER --> POWERPLANT_MANAGER
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09194683b4
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@ -4,7 +4,7 @@
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const POWERPLANT_GYM_GUY2
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const POWERPLANT_OFFICER2
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const POWERPLANT_GYM_GUY3
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const POWERPLANT_FISHER
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const POWERPLANT_MANAGER
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const POWERPLANT_FOREST
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PowerPlant_MapScripts:
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@ -99,18 +99,18 @@ PowerPlantGymGuy2Script:
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closetext
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end
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PowerPlantGymGuy3Script:
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PowerPlantOfficer2Script:
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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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writetext PowerPlantGymGuy3ManagerHasBeenSadAndFuriousText
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writetext PowerPlantOfficer2ManagerHasBeenSadAndFuriousText
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waitbutton
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closetext
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end
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.ReturnedMachinePart:
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writetext PowerPlantGymGuy3ManagerHasBeenCheerfulText
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writetext PowerPlantOfficer2ManagerHasBeenCheerfulText
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waitbutton
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closetext
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end
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@ -279,7 +279,7 @@ PowerPlantGymGuy2GeneratorIsRunningAgainText:
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line "running again!"
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done
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PowerPlantGymGuy3ManagerHasBeenSadAndFuriousText:
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PowerPlantOfficer2ManagerHasBeenSadAndFuriousText:
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text "The POWER PLANT's"
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line "MANAGER is up"
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cont "ahead."
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@ -291,7 +291,7 @@ PowerPlantGymGuy3ManagerHasBeenSadAndFuriousText:
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cont "furious…"
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done
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PowerPlantGymGuy3ManagerHasBeenCheerfulText:
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PowerPlantOfficer2ManagerHasBeenCheerfulText:
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text "Since the gener-"
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line "ator's been fixed,"
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@ -404,7 +404,7 @@ PowerPlant_MapEvents:
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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
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object_event 2, 9, SPRITE_GYM_GUY, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy1Script, -1
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object_event 6, 11, SPRITE_GYM_GUY, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy2Script, -1
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object_event 9, 3, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, PowerPlantGymGuy3Script, -1
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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
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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
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