Comment on changeblock ids

This commit is contained in:
Remy Oukaour 2018-01-17 13:23:43 -05:00
parent faa41e743b
commit c70e8eec49
23 changed files with 127 additions and 126 deletions

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@ -16,15 +16,15 @@ BlackthornGym1F_MapScripts:
.Boulders:
checkevent EVENT_BOULDER_IN_BLACKTHORN_GYM_1
iffalse .skip1
changeblock 8, 2, $3b
changeblock 8, 2, $3b ; fallen boulder 2
.skip1
checkevent EVENT_BOULDER_IN_BLACKTHORN_GYM_2
iffalse .skip2
changeblock 2, 4, $3a
changeblock 2, 4, $3a ; fallen boulder 1
.skip2
checkevent EVENT_BOULDER_IN_BLACKTHORN_GYM_3
iffalse .skip3
changeblock 8, 6, $3b
changeblock 8, 6, $3b ; fallen boulder 2
.skip3
return

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@ -20,21 +20,21 @@ BrunosRoom_MapScripts:
.BrunosRoomDoors:
checkevent EVENT_BRUNOS_ROOM_ENTRANCE_CLOSED
iffalse .KeepDoorClosed
changeblock 4, 14, $2a
.KeepDoorClosed:
iffalse .KeepEntranceOpen
changeblock 4, 14, $2a ; wall
.KeepEntranceOpen:
checkevent EVENT_BRUNOS_ROOM_EXIT_OPEN
iffalse .OpenDoor
changeblock 4, 2, $16
.OpenDoor:
iffalse .KeepExitClosed
changeblock 4, 2, $16 ; open door
.KeepExitClosed:
return
.BrunosDoorLocksBehindYou:
applymovement PLAYER, MovementData_0x1809f9
applymovement PLAYER, BrunosRoom_EnterMovement
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock 4, 14, $2a
changeblock 4, 14, $2a ; wall
reloadmappart
closetext
setscene 1
@ -46,7 +46,7 @@ BrunoScript_Battle:
faceplayer
opentext
checkevent EVENT_BEAT_ELITE_4_BRUNO
iftrue UnknownScript_0x1809f3
iftrue BrunoScript_AfterBattle
writetext BrunoScript_BrunoBeforeText
waitbutton
closetext
@ -60,20 +60,20 @@ BrunoScript_Battle:
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock 4, 2, $16
changeblock 4, 2, $16 ; open door
reloadmappart
closetext
setevent EVENT_BRUNOS_ROOM_EXIT_OPEN
waitsfx
end
UnknownScript_0x1809f3:
BrunoScript_AfterBattle:
writetext BrunoScript_BrunoDefeatText
waitbutton
closetext
end
MovementData_0x1809f9:
BrunosRoom_EnterMovement:
step UP
step UP
step UP

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@ -28,13 +28,13 @@ BurnedTower1F_MapScripts:
.HoleAndLadder:
checkevent EVENT_HOLE_IN_BURNED_TOWER
iftrue .Next
changeblock 10, 8, $32 ; hole
.Next:
iftrue .KeepHoleOpen
changeblock 10, 8, $32 ; floor
.KeepHoleOpen:
checkevent EVENT_RELEASED_THE_BEASTS
iftrue .Done
iftrue .HideBasement
changeblock 6, 14, $09 ; ladder
.Done:
.HideBasement:
return
.MeetEusine:
@ -106,7 +106,7 @@ BurnedTowerRivalBattleScript:
showemote EMOTE_SHOCK, PLAYER, 15
playsound SFX_ENTER_DOOR
waitsfx
changeblock 10, 8, $25
changeblock 10, 8, $25 ; hole
reloadmappart
pause 15
applymovement PLAYER, BurnedTower1FMovement_PlayerStartsToFall

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@ -27,9 +27,9 @@ BurnedTowerB1F_MapScripts:
.LadderCallback:
checkevent EVENT_RELEASED_THE_BEASTS
iftrue .NoChange
changeblock 6, 14, $02
.NoChange:
iftrue .HideLadder
changeblock 6, 14, $02 ; floor
.HideLadder:
return
ReleaseTheBeasts:
@ -93,7 +93,7 @@ ReleaseTheBeasts:
setevent EVENT_BURNED_TOWER_1F_EUSINE
appear BURNEDTOWERB1F_EUSINE
refreshscreen
changeblock 6, 14, $1b
changeblock 6, 14, $1b ; ladder
reloadmappart
closetext
setscene 1

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@ -8,10 +8,10 @@ CeladonDeptStore6F_MapScripts:
.MapCallbacks:
db 1
callback MAPCALLBACK_TILES, .Callback
callback MAPCALLBACK_TILES, .HideRooftopStairs
.Callback:
changeblock 12, 0, $03
.HideRooftopStairs:
changeblock 12, 0, $03 ; wall
return
CeladonDeptStore6FSuperNerdScript:

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@ -23,7 +23,7 @@ UnknownScript_0x7d781:
jump UnknownScript_0x7d791
UnknownScript_0x7d78a:
changeblock 16, 4, $0d
changeblock 16, 4, $0d ; floor
jump UnknownScript_0x7d791
UnknownScript_0x7d791:
@ -31,15 +31,15 @@ UnknownScript_0x7d791:
iftrue .Layout2
checkevent EVENT_GOLDENROD_DEPT_STORE_B1F_LAYOUT_3
iftrue .Layout3
changeblock 10, 8, $0d
changeblock 10, 8, $0d ; floor
return
.Layout2:
changeblock 4, 10, $0d
changeblock 4, 10, $0d ; floor
return
.Layout3:
changeblock 10, 12, $0d
changeblock 10, 12, $0d ; floor
return
UnknownScript_0x7d7ac:

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@ -19,12 +19,12 @@ GoldenrodDeptStoreRoof_MapScripts:
.CheckSaleChangeBlock:
checkflag ENGINE_GOLDENROD_DEPT_STORE_SALE_IS_ON
iftrue .ChangeBlock
iftrue .SaleIsOn
return
.ChangeBlock:
changeblock 0, 2, $3f
changeblock 0, 4, $0f
.SaleIsOn:
changeblock 0, 2, $3f ; cardboard boxes
changeblock 0, 4, $0f ; vendor booth
return
.CheckSaleChangeClerk:

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@ -45,7 +45,7 @@ GoldenrodUnderground_MapScripts:
return
.LockBasementDoor:
changeblock 18, 6, $3d
changeblock 18, 6, $3d ; locked door
return
.CheckDayOfWeek:
@ -384,7 +384,7 @@ BasementDoorScript::
writetext UnknownText_0x7c5d6
waitbutton
closetext
changeblock 18, 6, $2e
changeblock 18, 6, $2e ; unlocked door
reloadmappart
closetext
setevent EVENT_USED_BASEMENT_KEY

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@ -1,3 +1,4 @@
; block ids
UNDERGROUND_DOOR_CLOSED1 EQU $2a
UNDERGROUND_DOOR_CLOSED2 EQU $3e
UNDERGROUND_DOOR_CLOSED3 EQU $3f

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@ -20,21 +20,21 @@ KarensRoom_MapScripts:
.KarensRoomDoors:
checkevent EVENT_KARENS_ROOM_ENTRANCE_CLOSED
iffalse .KeepDoorsClosed
changeblock 4, 14, $2a
.KeepDoorsClosed:
iffalse .KeepEntranceOpen
changeblock 4, 14, $2a ; wall
.KeepEntranceOpen:
checkevent EVENT_KARENS_ROOM_EXIT_OPEN
iffalse .OpenDoors
changeblock 4, 2, $16
.OpenDoors:
iffalse .KeepExitClosed
changeblock 4, 2, $16 ; open door
.KeepExitClosed:
return
.KarensDoorLocksBehindYou:
applymovement PLAYER, MovementData_0x180c22
applymovement PLAYER, KarensMovementData_0x18078e
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock 4, 14, $2a
changeblock 4, 14, $2a ; wall
reloadmappart
closetext
setscene 1
@ -46,7 +46,7 @@ KarenScript_Battle:
faceplayer
opentext
checkevent EVENT_BEAT_ELITE_4_KAREN
iftrue UnknownScript_0x180c1c
iftrue KarenScript_AfterBattle
writetext KarenScript_KarenBeforeText
waitbutton
closetext
@ -60,20 +60,20 @@ KarenScript_Battle:
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock 4, 2, $16
changeblock 4, 2, $16 ; open door
reloadmappart
closetext
setevent EVENT_KARENS_ROOM_EXIT_OPEN
waitsfx
end
UnknownScript_0x180c1c:
KarenScript_AfterBattle:
writetext KarenScript_KarenDefeatText
waitbutton
closetext
end
MovementData_0x180c22:
KarensMovementData_0x18078e:
step UP
step UP
step UP

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@ -20,21 +20,21 @@ KogasRoom_MapScripts:
.KogasRoomDoors:
checkevent EVENT_KOGAS_ROOM_ENTRANCE_CLOSED
iffalse .KeepDoorsClosed
changeblock 4, 14, $2a
.KeepDoorsClosed:
iffalse .KeepEntranceOpen
changeblock 4, 14, $2a ; wall
.KeepEntranceOpen:
checkevent EVENT_KOGAS_ROOM_EXIT_OPEN
iffalse .OpenDoors
changeblock 4, 2, $16
.OpenDoors:
iffalse .KeepExitClosed
changeblock 4, 2, $16 ; open door
.KeepExitClosed:
return
.KogasDoorLocksBehindYou:
applymovement PLAYER, MovementData_0x18078e
applymovement PLAYER, KogasMovementData_0x18078e
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock 4, 14, $2a
changeblock 4, 14, $2a ; wall
reloadmappart
closetext
setscene 1
@ -46,7 +46,7 @@ KogaScript_Battle:
faceplayer
opentext
checkevent EVENT_BEAT_ELITE_4_KOGA
iftrue UnknownScript_0x180788
iftrue KogaScript_AfterBattle
writetext KogaScript_KogaBeforeText
waitbutton
closetext
@ -60,20 +60,20 @@ KogaScript_Battle:
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock 4, 2, $16
changeblock 4, 2, $16 ; open door
reloadmappart
closetext
setevent EVENT_KOGAS_ROOM_EXIT_OPEN
waitsfx
end
UnknownScript_0x180788:
KogaScript_AfterBattle:
writetext KogaScript_KogaDefeatText
waitbutton
closetext
end
MovementData_0x18078e:
KogasMovementData_0x18078e:
step UP
step UP
step UP

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@ -22,13 +22,13 @@ LancesRoom_MapScripts:
.LancesRoomDoors:
checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
iffalse .KeepDoorsClosed
changeblock 4, 22, $34
.KeepDoorsClosed:
iffalse .KeepEntranceOpen
changeblock 4, 22, $34 ; wall
.KeepEntranceOpen:
checkevent EVENT_LANCES_ROOM_EXIT_OPEN
iffalse .OpenDoors
changeblock 4, 0, $0b
.OpenDoors:
iffalse .KeepExitClosed
changeblock 4, 0, $0b ; open door
.KeepExitClosed:
return
.LancesDoorLocksBehindYou:
@ -36,7 +36,7 @@ LancesRoom_MapScripts:
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock 4, 22, $34
changeblock 4, 22, $34 ; wall
reloadmappart
closetext
setscene 1
@ -69,7 +69,7 @@ LanceScript_0x180e7b:
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock 4, 0, $0b
changeblock 4, 0, $0b ; open door
reloadmappart
closetext
setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED

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@ -28,7 +28,7 @@ MahoganyMart1F_MapScripts:
return
.ShowStairs:
changeblock 6, 2, $1e
changeblock 6, 2, $1e ; stairs
return
PharmacistScript_0x6c367:
@ -89,7 +89,7 @@ UnknownScript_0x6c38f:
waitbutton
showemote EMOTE_SHOCK, MAHOGANYMART1F_PHARMACIST, 10
playsound SFX_FAINT
changeblock 6, 2, $1e
changeblock 6, 2, $1e ; stairs
reloadmappart
closetext
setevent EVENT_UNCOVERED_STAIRCASE_IN_MAHOGANY_MART

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@ -21,8 +21,8 @@ RadioTower3F_MapScripts:
return
.Change:
changeblock 14, 2, $2a
changeblock 14, 4, $01
changeblock 14, 2, $2a ; open shutter
changeblock 14, 4, $01 ; floor
return
RadioTower3FSuperNerdScript:
@ -143,8 +143,8 @@ UnknownScript_0x5e605:
waitbutton
setevent EVENT_USED_THE_CARD_KEY_IN_THE_RADIO_TOWER
playsound SFX_ENTER_DOOR
changeblock 14, 2, $2a
changeblock 14, 4, $01
changeblock 14, 2, $2a ; open shutter
changeblock 14, 4, $01 ; floor
reloadmappart
closetext
waitsfx

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@ -17,12 +17,12 @@ Route19_MapScripts:
.ClearRocks:
checkevent EVENT_CINNABAR_ROCKS_CLEARED
iftrue .Done
changeblock 6, 6, $7a
changeblock 8, 6, $7a
changeblock 10, 6, $7a
changeblock 12, 8, $7a
changeblock 4, 8, $7a
changeblock 10, 10, $7a
changeblock 6, 6, $7a ; rock
changeblock 8, 6, $7a ; rock
changeblock 10, 6, $7a ; rock
changeblock 12, 8, $7a ; rock
changeblock 4, 8, $7a ; rock
changeblock 10, 10, $7a ; rock
.Done:
return

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@ -23,15 +23,15 @@ RuinsOfAlphAerodactylChamber_MapScripts:
.HiddenDoors:
checkevent EVENT_WALL_OPENED_IN_AERODACTYL_CHAMBER
iftrue .WallOpen
changeblock 4, 0, $2e
changeblock 4, 0, $2e ; closed wall
.WallOpen:
checkevent EVENT_SOLVED_AERODACTYL_PUZZLE
iffalse .FloorClosed
return
.FloorClosed:
changeblock 2, 2, $01
changeblock 4, 2, $02
changeblock 2, 2, $01 ; left floor
changeblock 4, 2, $02 ; right floor
return
.WallOpenScript:
@ -40,7 +40,7 @@ RuinsOfAlphAerodactylChamber_MapScripts:
showemote EMOTE_SHOCK, PLAYER, 20
pause 30
playsound SFX_STRENGTH
changeblock 4, 0, $30
changeblock 4, 0, $30 ; open wall
reloadmappart
earthquake 50
setscene 1
@ -62,8 +62,8 @@ UnknownScript_0x58df7:
setmapscene RUINS_OF_ALPH_INNER_CHAMBER, 1
earthquake 30
showemote EMOTE_SHOCK, PLAYER, 15
changeblock 2, 2, $18
changeblock 4, 2, $19
changeblock 2, 2, $18 ; left hole
changeblock 4, 2, $19 ; right hole
reloadmappart
playsound SFX_STRENGTH
earthquake 80

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@ -24,15 +24,15 @@ RuinsOfAlphHoOhChamber_MapScripts:
.HiddenDoors:
checkevent EVENT_WALL_OPENED_IN_HO_OH_CHAMBER
iftrue .WallOpen
changeblock 4, 0, $2e
changeblock 4, 0, $2e ; closed wall
.WallOpen:
checkevent EVENT_SOLVED_HO_OH_PUZZLE
iffalse .FloorClosed
return
.FloorClosed:
changeblock 2, 2, $01
changeblock 4, 2, $02
changeblock 2, 2, $01 ; left floor
changeblock 4, 2, $02 ; right floor
return
.WallOpenScript:
@ -41,7 +41,7 @@ RuinsOfAlphHoOhChamber_MapScripts:
showemote EMOTE_SHOCK, PLAYER, 20
pause 30
playsound SFX_STRENGTH
changeblock 4, 0, $30
changeblock 4, 0, $30 ; open wall
reloadmappart
earthquake 50
setscene 1
@ -63,8 +63,8 @@ UnknownScript_0x585ba:
setmapscene RUINS_OF_ALPH_INNER_CHAMBER, 1
earthquake 30
showemote EMOTE_SHOCK, PLAYER, 15
changeblock 2, 2, $18
changeblock 4, 2, $19
changeblock 2, 2, $18 ; left hole
changeblock 4, 2, $19 ; right hole
reloadmappart
playsound SFX_STRENGTH
earthquake 80

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@ -27,15 +27,15 @@ RuinsOfAlphKabutoChamber_MapScripts:
.HiddenDoors:
checkevent EVENT_WALL_OPENED_IN_KABUTO_CHAMBER
iftrue .WallOpen
changeblock 4, 0, $2e
changeblock 4, 0, $2e ; closed wall
.WallOpen:
checkevent EVENT_SOLVED_KABUTO_PUZZLE
iffalse .FloorClosed
return
.FloorClosed:
changeblock 2, 2, $01
changeblock 4, 2, $02
changeblock 2, 2, $01 ; left floor
changeblock 4, 2, $02 ; right floor
return
.WallOpenScript:
@ -44,7 +44,7 @@ RuinsOfAlphKabutoChamber_MapScripts:
showemote EMOTE_SHOCK, PLAYER, 20
pause 30
playsound SFX_STRENGTH
changeblock 4, 0, $30
changeblock 4, 0, $30 ; open wall
reloadmappart
earthquake 50
setscene 1
@ -70,8 +70,8 @@ UnknownScript_0x58778:
setmapscene RUINS_OF_ALPH_INNER_CHAMBER, 1
earthquake 30
showemote EMOTE_SHOCK, PLAYER, 15
changeblock 2, 2, $18
changeblock 4, 2, $19
changeblock 2, 2, $18 ; left hole
changeblock 4, 2, $19 ; right hole
reloadmappart
playsound SFX_STRENGTH
earthquake 80

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@ -24,15 +24,15 @@ RuinsOfAlphOmanyteChamber_MapScripts:
.HiddenDoors:
checkevent EVENT_WALL_OPENED_IN_OMANYTE_CHAMBER
iftrue .WallOpen
changeblock 4, 0, $2e
changeblock 4, 0, $2e ; closed wall
.WallOpen:
checkevent EVENT_SOLVED_OMANYTE_PUZZLE
iffalse .FloorClosed
return
.FloorClosed:
changeblock 2, 2, $01
changeblock 4, 2, $02
changeblock 2, 2, $01 ; left floor
changeblock 4, 2, $02 ; right floor
return
.WallOpenScript:
@ -41,7 +41,7 @@ RuinsOfAlphOmanyteChamber_MapScripts:
showemote EMOTE_SHOCK, PLAYER, 20
pause 30
playsound SFX_STRENGTH
changeblock 4, 0, $30
changeblock 4, 0, $30 ; open wall
reloadmappart
earthquake 50
setscene 1
@ -63,8 +63,8 @@ UnknownScript_0x58c36:
setmapscene RUINS_OF_ALPH_INNER_CHAMBER, 1
earthquake 30
showemote EMOTE_SHOCK, PLAYER, 15
changeblock 2, 2, $18
changeblock 4, 2, $19
changeblock 2, 2, $18 ; left hole
changeblock 4, 2, $19 ; right hole
reloadmappart
playsound SFX_STRENGTH
earthquake 80

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@ -40,11 +40,11 @@ TeamRocketBaseB2F_MapScripts:
.TransmitterDoorCallback:
checkevent EVENT_OPENED_DOOR_TO_ROCKET_HIDEOUT_TRANSMITTER
iftrue .Change
iftrue .OpenDoor
return
.Change:
changeblock 14, 12, $07
.OpenDoor:
changeblock 14, 12, $07 ; floor
return
UnknownScript_0x6cf95:
@ -330,7 +330,7 @@ UnknownScript_0x6d1e8:
writetext UnknownText_0x6dd6b
waitbutton
playsound SFX_ENTER_DOOR
changeblock 14, 12, $07
changeblock 14, 12, $07 ; floor
reloadmappart
closetext
setevent EVENT_OPENED_DOOR_TO_ROCKET_HIDEOUT_TRANSMITTER

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@ -45,7 +45,7 @@ TeamRocketBaseB3F_MapScripts:
return
.OpenSesame:
changeblock 10, 8, $07
changeblock 10, 8, $07 ; floor
return
LanceGetPasswordScript:
@ -194,7 +194,7 @@ TeamRocketBaseB3FLockedDoor:
writetext UnknownText_0x6e9a3
waitbutton
playsound SFX_ENTER_DOOR
changeblock 10, 8, $07
changeblock 10, 8, $07 ; floor
reloadmappart
closetext
setevent EVENT_OPENED_DOOR_TO_GIOVANNIS_OFFICE

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@ -79,7 +79,7 @@ TinTower1F_MapScripts:
.StairsCallback:
checkevent EVENT_GOT_RAINBOW_WING
iftrue .DontHideStairs
changeblock 10, 2, $09
changeblock 10, 2, $09 ; floor
.DontHideStairs:
return
@ -201,7 +201,7 @@ TinTower1FSage5Script:
earthquake 72
waitsfx
playsound SFX_STRENGTH
changeblock 10, 2, $20
changeblock 10, 2, $20 ; stairs
reloadmappart
setevent EVENT_GOT_RAINBOW_WING
closetext

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@ -20,21 +20,21 @@ WillsRoom_MapScripts:
.WillsRoomDoors:
checkevent EVENT_WILLS_ROOM_ENTRANCE_CLOSED
iffalse .KeepDoorsClosed
changeblock 4, 14, $2a
.KeepDoorsClosed:
iffalse .KeepEntranceOpen
changeblock 4, 14, $2a ; wall
.KeepEntranceOpen:
checkevent EVENT_WILLS_ROOM_EXIT_OPEN
iffalse .OpenDoors
changeblock 4, 2, $16
.OpenDoors:
iffalse .KeepExitClosed
changeblock 4, 2, $16 ; open door
.KeepExitClosed:
return
.WillsDoorLocksBehindYou:
applymovement PLAYER, MovementData_0x18052c
applymovement PLAYER, WillsRoom_EnterMovement
refreshscreen $86
playsound SFX_STRENGTH
earthquake 80
changeblock 4, 14, $2a
changeblock 4, 14, $2a ; wall
reloadmappart
closetext
setscene 1
@ -46,7 +46,7 @@ WillScript_Battle:
faceplayer
opentext
checkevent EVENT_BEAT_ELITE_4_WILL
iftrue WillScript_0x180526
iftrue WillScript_AfterBattle
writetext WillScript_WillBeforeText
waitbutton
closetext
@ -60,20 +60,20 @@ WillScript_Battle:
waitbutton
closetext
playsound SFX_ENTER_DOOR
changeblock 4, 2, $16
changeblock 4, 2, $16 ; open door
reloadmappart
closetext
setevent EVENT_WILLS_ROOM_EXIT_OPEN
waitsfx
end
WillScript_0x180526:
WillScript_AfterBattle:
writetext WillScript_WillDefeatText
waitbutton
closetext
end
MovementData_0x18052c:
WillsRoom_EnterMovement:
step UP
step UP
step UP