pokecrystal-board/maps/NewBarkTown.asm
Remy Oukaour 62f5913943 All map triggers use the maptrigger macro, not dw
.MapTriggers and .MapCallbacks lists are formatted consistently with .Warps, .XYTriggers, .Signposts, and .PersonEvents
2017-12-10 17:53:21 -05:00

312 lines
5.9 KiB
NASM

const_value set 2
const NEWBARKTOWN_TEACHER
const NEWBARKTOWN_FISHER
const NEWBARKTOWN_SILVER
NewBarkTown_MapScriptHeader:
.MapTriggers:
db 2
maptrigger .DummyTrigger0
maptrigger .DummyTrigger1
.MapCallbacks:
db 1
dbw MAPCALLBACK_NEWMAP, .FlyPoint
.DummyTrigger0:
end
.DummyTrigger1:
end
.FlyPoint:
setflag ENGINE_FLYPOINT_NEW_BARK
clearevent EVENT_FIRST_TIME_BANKING_WITH_MOM
return
NewBarkTown_TeacherStopsYouTrigger1:
playmusic MUSIC_MOM
spriteface NEWBARKTOWN_TEACHER, LEFT
opentext
writetext Text_WaitPlayer
waitbutton
closetext
spriteface PLAYER, RIGHT
applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou1_NBT
opentext
writetext Text_WhatDoYouThinkYoureDoing
waitbutton
closetext
follow NEWBARKTOWN_TEACHER, PLAYER
applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack1_NBT
stopfollow
opentext
writetext Text_ItsDangerousToGoAlone
waitbutton
closetext
special RestartMapMusic
end
NewBarkTown_TeacherStopsYouTrigger2:
playmusic MUSIC_MOM
spriteface NEWBARKTOWN_TEACHER, LEFT
opentext
writetext Text_WaitPlayer
waitbutton
closetext
spriteface PLAYER, RIGHT
applymovement NEWBARKTOWN_TEACHER, Movement_TeacherRunsToYou2_NBT
spriteface PLAYER, UP
opentext
writetext Text_WhatDoYouThinkYoureDoing
waitbutton
closetext
follow NEWBARKTOWN_TEACHER, PLAYER
applymovement NEWBARKTOWN_TEACHER, Movement_TeacherBringsYouBack2_NBT
stopfollow
opentext
writetext Text_ItsDangerousToGoAlone
waitbutton
closetext
special RestartMapMusic
end
NewBarkTownTeacherScript:
faceplayer
opentext
checkevent EVENT_TALKED_TO_MOM_AFTER_MYSTERY_EGG_QUEST
iftrue .CallMom
checkevent EVENT_GAVE_MYSTERY_EGG_TO_ELM
iftrue .TellMomYoureLeaving
checkevent EVENT_GOT_A_POKEMON_FROM_ELM
iftrue .MonIsAdorable
writetext Text_GearIsImpressive
waitbutton
closetext
end
.MonIsAdorable:
writetext Text_YourMonIsAdorable
waitbutton
closetext
end
.TellMomYoureLeaving:
writetext Text_TellMomIfLeaving
waitbutton
closetext
end
.CallMom:
writetext Text_CallMomOnGear
waitbutton
closetext
end
NewBarkTownFisherScript:
jumptextfaceplayer Text_ElmDiscoveredNewMon
NewBarkTownSilverScript:
opentext
writetext NewBarkTownRivalText1
waitbutton
closetext
spriteface NEWBARKTOWN_SILVER, LEFT
opentext
writetext NewBarkTownRivalText2
waitbutton
closetext
follow PLAYER, NEWBARKTOWN_SILVER
applymovement PLAYER, Movement_SilverPushesYouAway_NBT
stopfollow
pause 5
spriteface NEWBARKTOWN_SILVER, DOWN
pause 5
playsound SFX_TACKLE
applymovement PLAYER, Movement_SilverShovesYouOut_NBT
applymovement NEWBARKTOWN_SILVER, Movement_SilverReturnsToTheShadows_NBT
end
NewBarkTownSign:
jumptext NewBarkTownSignText
MapNewBarkTownSignpost1Script:
jumptext PlayersHouseSignText
MapNewBarkTownSignpost2Script:
jumptext ElmsLabSignText
MapNewBarkTownSignpost3Script:
jumptext ElmsHouseSignText
Movement_TeacherRunsToYou1_NBT:
step LEFT
step LEFT
step LEFT
step LEFT
step_end
Movement_TeacherRunsToYou2_NBT:
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
turn_head DOWN
step_end
Movement_TeacherBringsYouBack1_NBT:
step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
Movement_TeacherBringsYouBack2_NBT:
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
turn_head LEFT
step_end
Movement_SilverPushesYouAway_NBT:
turn_head UP
step DOWN
step_end
Movement_SilverShovesYouOut_NBT:
turn_head UP
fix_facing
jump_step DOWN
remove_fixed_facing
step_end
Movement_SilverReturnsToTheShadows_NBT:
step RIGHT
step_end
Text_GearIsImpressive:
text "Wow, your #GEAR"
line "is impressive!"
para "Did your mom get"
line "it for you?"
done
Text_WaitPlayer:
text "Wait, <PLAY_G>!"
done
Text_WhatDoYouThinkYoureDoing:
text "What do you think"
line "you're doing?"
done
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
Text_YourMonIsAdorable:
text "Oh! Your #MON"
line "is adorable!"
cont "I wish I had one!"
done
Text_TellMomIfLeaving:
text "Hi, <PLAY_G>!"
line "Leaving again?"
para "You should tell"
line "your mom if you"
cont "are leaving."
done
Text_CallMomOnGear:
text "Call your mom on"
line "your #GEAR to"
para "let her know how"
line "you're doing."
done
Text_ElmDiscoveredNewMon:
text "Yo, <PLAYER>!"
para "I hear PROF.ELM"
line "discovered some"
cont "new #MON."
done
NewBarkTownRivalText1:
text "<......>"
para "So this is the"
line "famous ELM #MON"
cont "LAB…"
done
NewBarkTownRivalText2:
text "…What are you"
line "staring at?"
done
NewBarkTownSignText:
text "NEW BARK TOWN"
para "The Town Where the"
line "Winds of a New"
cont "Beginning Blow"
done
PlayersHouseSignText:
text "<PLAYER>'s House"
done
ElmsLabSignText:
text "ELM #MON LAB"
done
ElmsHouseSignText:
text "ELM'S HOUSE"
done
NewBarkTown_MapEventHeader:
; filler
db 0, 0
.Warps:
db 4
warp_def $3, $6, 1, ELMS_LAB
warp_def $5, $d, 1, KRISS_HOUSE_1F
warp_def $b, $3, 1, KRISS_NEIGHBORS_HOUSE
warp_def $d, $b, 1, ELMS_HOUSE
.XYTriggers:
db 2
xy_trigger 0, $8, $1, $0, NewBarkTown_TeacherStopsYouTrigger1, $0, $0
xy_trigger 0, $9, $1, $0, NewBarkTown_TeacherStopsYouTrigger2, $0, $0
.Signposts:
db 4
signpost 8, 8, SIGNPOST_READ, NewBarkTownSign
signpost 5, 11, SIGNPOST_READ, MapNewBarkTownSignpost1Script
signpost 3, 3, SIGNPOST_READ, MapNewBarkTownSignpost2Script
signpost 13, 9, SIGNPOST_READ, MapNewBarkTownSignpost3Script
.PersonEvents:
db 3
person_event SPRITE_TEACHER, 8, 6, SPRITEMOVEDATA_SPINRANDOM_SLOW, 0, 1, -1, -1, 0, PERSONTYPE_SCRIPT, 0, NewBarkTownTeacherScript, -1
person_event SPRITE_FISHER, 9, 12, SPRITEMOVEDATA_WALK_UP_DOWN, 1, 0, -1, -1, (1 << 3) | PAL_OW_GREEN, PERSONTYPE_SCRIPT, 0, NewBarkTownFisherScript, -1
person_event SPRITE_SILVER, 2, 3, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, PERSONTYPE_SCRIPT, 0, NewBarkTownSilverScript, EVENT_RIVAL_NEW_BARK_TOWN