mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
c3331eb7b1
Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
357 lines
7.4 KiB
NASM
357 lines
7.4 KiB
NASM
object_const_def
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const LANCESROOM_LANCE
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const LANCESROOM_MARY
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const LANCESROOM_OAK
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LancesRoom_MapScripts:
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def_scene_scripts
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scene_script LancesRoomLockDoorScene, SCENE_LANCESROOM_LOCK_DOOR
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scene_script LancesRoomNoopScene, SCENE_LANCESROOM_APPROACH_LANCE
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def_callbacks
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callback MAPCALLBACK_TILES, LancesRoomDoorsCallback
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LancesRoomLockDoorScene:
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sdefer LancesRoomDoorLocksBehindYouScript
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end
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LancesRoomNoopScene:
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end
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LancesRoomDoorsCallback:
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checkevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
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iffalse .KeepEntranceOpen
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changeblock 4, 22, $34 ; wall
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.KeepEntranceOpen:
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checkevent EVENT_LANCES_ROOM_EXIT_OPEN
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iffalse .KeepExitClosed
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changeblock 4, 0, $0b ; open door
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.KeepExitClosed:
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endcallback
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LancesRoomDoorLocksBehindYouScript:
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applymovement PLAYER, LancesRoom_EnterMovement
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refreshscreen $86
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playsound SFX_STRENGTH
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earthquake 80
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changeblock 4, 22, $34 ; wall
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reloadmappart
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closetext
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setscene SCENE_LANCESROOM_APPROACH_LANCE
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setevent EVENT_LANCES_ROOM_ENTRANCE_CLOSED
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end
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Script_ApproachLanceFromLeft:
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special FadeOutMusic
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applymovement PLAYER, MovementData_ApproachLanceFromLeft
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sjump LancesRoomLanceScript
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Script_ApproachLanceFromRight:
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special FadeOutMusic
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applymovement PLAYER, MovementData_ApproachLanceFromRight
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LancesRoomLanceScript:
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turnobject LANCESROOM_LANCE, LEFT
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opentext
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writetext LanceBattleIntroText
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waitbutton
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closetext
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winlosstext LanceBattleWinText, 0
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setlasttalked LANCESROOM_LANCE
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loadtrainer CHAMPION, LANCE
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startbattle
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dontrestartmapmusic
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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
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closetext
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playsound SFX_ENTER_DOOR
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changeblock 4, 0, $0b ; open door
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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
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pause 30
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showemote EMOTE_SHOCK, LANCESROOM_LANCE, 15
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turnobject LANCESROOM_LANCE, DOWN
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pause 10
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turnobject 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 LancesRoomMaryOhNoOakText
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waitbutton
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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
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stopfollow
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turnobject LANCESROOM_OAK, UP
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turnobject LANCESROOM_LANCE, LEFT
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opentext
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writetext LancesRoomOakCongratulationsText
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waitbutton
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closetext
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryInterviewChampion
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turnobject PLAYER, LEFT
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opentext
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writetext LancesRoomMaryInterviewText
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waitbutton
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closetext
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applymovement LANCESROOM_LANCE, LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway
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turnobject PLAYER, UP
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opentext
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writetext LancesRoomNoisyText
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waitbutton
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closetext
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follow LANCESROOM_LANCE, PLAYER
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turnobject LANCESROOM_MARY, UP
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turnobject LANCESROOM_OAK, UP
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applymovement LANCESROOM_LANCE, LancesRoomMovementData_LanceLeadsPlayerToHallOfFame
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stopfollow
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playsound SFX_EXIT_BUILDING
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disappear LANCESROOM_LANCE
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applymovement PLAYER, LancesRoomMovementData_PlayerExits
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playsound SFX_EXIT_BUILDING
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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 LancesRoomMaryNoInterviewText
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pause 30
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closetext
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applymovement LANCESROOM_MARY, LancesRoomMovementData_MaryRunsBackAndForth
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special FadeOutPalettes
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pause 15
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warpfacing UP, HALL_OF_FAME, 4, 13
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end
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LancesRoom_EnterMovement:
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step UP
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step UP
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step UP
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step UP
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step_end
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MovementData_ApproachLanceFromLeft:
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step UP
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step UP
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turn_head RIGHT
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step_end
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MovementData_ApproachLanceFromRight:
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step UP
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step LEFT
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step UP
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turn_head RIGHT
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step_end
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LancesRoomMovementData_MaryRushesIn:
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big_step UP
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big_step UP
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big_step UP
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turn_head DOWN
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step_end
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LancesRoomMovementData_OakWalksIn:
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step UP
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step UP
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step_end
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LancesRoomMovementData_MaryYieldsToOak:
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step LEFT
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turn_head RIGHT
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step_end
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LancesRoomMovementData_MaryInterviewChampion:
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big_step UP
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turn_head RIGHT
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step_end
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LancesRoomMovementData_LancePositionsSelfToGuidePlayerAway:
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step UP
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step LEFT
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turn_head DOWN
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step_end
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LancesRoomMovementData_LanceLeadsPlayerToHallOfFame:
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step UP
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step_end
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LancesRoomMovementData_PlayerExits:
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step UP
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step_end
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LancesRoomMovementData_MaryTriesToFollow:
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step UP
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step RIGHT
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turn_head UP
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step_end
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LancesRoomMovementData_MaryRunsBackAndForth:
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big_step RIGHT
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big_step RIGHT
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big_step LEFT
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big_step LEFT
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big_step LEFT
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big_step RIGHT
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big_step RIGHT
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big_step RIGHT
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big_step LEFT
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big_step LEFT
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turn_head UP
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step_end
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LanceBattleIntroText:
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text "LANCE: I've been"
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line "waiting for you."
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para "<PLAY_G>!"
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para "I knew that you,"
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line "with your skills,"
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para "would eventually"
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line "reach me here."
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para "There's no need"
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line "for words now."
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para "We will battle to"
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line "determine who is"
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para "the stronger of"
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line "the two of us."
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para "As the most power-"
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line "ful trainer and as"
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para "the #MON LEAGUE"
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line "CHAMPION…"
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para "I, LANCE the drag-"
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line "on master, accept"
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cont "your challenge!"
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done
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LanceBattleWinText:
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text "…It's over."
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para "But it's an odd"
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line "feeling."
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para "I'm not angry that"
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line "I lost. In fact, I"
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cont "feel happy."
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para "Happy that I"
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line "witnessed the rise"
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para "of a great new"
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line "CHAMPION!"
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done
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LanceBattleAfterText:
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text "…Whew."
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para "You have become"
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line "truly powerful,"
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cont "<PLAY_G>."
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para "Your #MON have"
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line "responded to your"
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para "strong and up-"
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line "standing nature."
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para "As a trainer, you"
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line "will continue to"
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para "grow strong with"
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line "your #MON."
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done
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LancesRoomMaryOhNoOakText:
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text "MARY: Oh, no!"
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line "It's all over!"
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para "PROF.OAK, if you"
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line "weren't so slow…"
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done
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LancesRoomOakCongratulationsText:
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text "PROF.OAK: Ah,"
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line "<PLAY_G>!"
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para "It's been a long"
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line "while."
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para "You certainly look"
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line "more impressive."
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para "Your conquest of"
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line "the LEAGUE is just"
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cont "fantastic!"
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para "Your dedication,"
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line "trust and love for"
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para "your #MON made"
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line "this happen."
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para "Your #MON were"
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line "outstanding too."
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para "Because they be-"
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line "lieved in you as a"
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para "trainer, they per-"
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line "severed."
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para "Congratulations,"
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line "<PLAY_G>!"
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done
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LancesRoomMaryInterviewText:
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text "MARY: Let's inter-"
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line "view the brand new"
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cont "CHAMPION!"
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done
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LancesRoomNoisyText:
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text "LANCE: This is"
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line "getting to be a"
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cont "bit too noisy…"
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para "<PLAY_G>, could you"
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line "come with me?"
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done
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LancesRoomMaryNoInterviewText:
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text "MARY: Oh, wait!"
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line "We haven't done"
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cont "the interview!"
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done
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LancesRoom_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 4, 23, KARENS_ROOM, 3
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warp_event 5, 23, KARENS_ROOM, 4
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warp_event 4, 1, HALL_OF_FAME, 1
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warp_event 5, 1, HALL_OF_FAME, 2
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def_coord_events
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coord_event 4, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromLeft
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coord_event 5, 5, SCENE_LANCESROOM_APPROACH_LANCE, Script_ApproachLanceFromRight
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def_bg_events
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def_object_events
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object_event 5, 3, SPRITE_LANCE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, LancesRoomLanceScript, -1
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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
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object_event 4, 7, SPRITE_OAK, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_LANCES_ROOM_OAK_AND_MARY
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